______ _ _ _ ______
| __ \ | | | | | | (_____ \
| |__) ) ___ ____ __| |_____ ____| | _____ ____ __| | ___ ____) )
| __ ( / _ \ / ___) _ | ___ |/ ___) |(____ | _ \ / _ |/___) / ____/
| |__) ) |_| | | ( (_| | ____| | | |/ ___ | | | ( (_| |___ | | (_____
|______/ \___/|_| \____|_____)_| \_)_____|_| |_|\____(___/ |_______)
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Borderlands 2 FAQ/Walkthrough
Version 1.1 (10/13/14)
Written by Andrew Testa
Email Address: andrew.c.testa@gmail.com
-----------------------------------------------------------------------------
This document is Copyright (c) 2014 Andrew Testa. All Rights Reserved.
_.-°Ż°-._.-°Ż°-._.-°Ż°-._.-°Ż°-._.-°Ż°-._.-°Ż°-._.-°Ż°-._.-°Ż°-._
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< ------- T A B L E O F C O N T E N T S ------- >
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Ż°-._.-°Ż°-._.-°Ż°-._.-°Ż°-._.-°Ż°-._.-°Ż°-._.-°Ż°-._.-°Ż°-._.-°Ż
1. What's New?
2. Walkthrough
Chapter 1: My First Gun
Chapter 2: Blindsided
Chapter 3: Cleaning Up The Berg
Chapter 4: Best Minion Ever
Chapter 5: The Road to Sanctuary
Chapter 6: Plan B
Chapter 7: Hunting the Firehawk
Chapter 8: A Train to Catch
Chapter 9: Rising Action
Chapter 10: Bright Lights, Flying City
Chapter 11: Wildlife Preservation
Chapter 12: The Once and Future Slab
Chapter 13: The Man Who Would Be Jack
Chapter 14: Where Angels Fear to Tread
Chapter 15: Where Angels Fear to Tread (Part 2)
Chapter 16: Toil and Trouble
Chapter 17: Data Mining
Chapter 18: Talon of God
3. Bosses
4. Optional Missions
5. Credits
6. Contact Information
7. Legal Disclaimer
Quick Navigation: Press Control + F to bring up your browser's find function,
----------------- copy a section title into the search bar ("4. Quests" for
example) and press enter to 'jump' to the appropriate
section quickly.
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1. What's New?
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Version 1.1 (10/13/14): Walkthrough completed!
Version 0.6 (1/30/14): Walkthrough up to Frostburn Canyon.
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2. Walkthrough
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Tips:
-----
* Loot everything! What you don't use, you can sell later.
* Stock up on ammo whenever you see a vendor.
* Look at the Item of the Day at the vendors; sometimes, this item can be
better than what you already have equipped. This is somewhat rare, though,
and a lot of vendor items are pretty useless.
* You should ALWAYS have a variety of guns that use different ammo in your
inventory. That way, if you run out of one type of ammo, you can just switch
guns. For example, you should have a shotgun, sniper rifle, bazooka,
submachine gun, assault rifle, and pistol at all times.
* Use cover whenever possible. If there's no nearby cover, just run backward
to get out of sight.
* Reload while in cover and not while the enemy can see you.
* Grenades! They are extremely useful for packs of enemies.
* Use your special for charging enemies if it's a special that
distracts/evades enemies from you.
* Complete some Optional Missions if you're underleveled for the next story
mission. The Optional Missions are both listed in the story section and a
separate Optional Missions section.
Characters
----------
The different characters make only a small difference in the game (this was
actually a criticism reviewers gave for the game) and this guide will work
for any character that you choose. With that said, a lot of people prefer the
Siren for her powerful special ability, and her damage traits. But it's
entirely up to you, as to who you'll choose, and it won't have any bearing
on the walkthrough.
=============================================================================
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Chapter 1: My First Gun
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=============================================================================
You wake up in Windshear Waste to the star of the show and the best comic
relief ever: Claptrap. Follow him to his humble abode (or don't follow him to
hear the hilarious things that he says) and watch him open the door. Walk
down the hall, looting the locker on your left, and go inside the large room.
Head over to Claptrap, who's around a furnace, for a cutscene.
After the cutscene, Claptrap urges you to get the gun in the cabinet. Before
you do so, loot this entire room for everything it's got. There is a locker
and a chest to the left of the furnace, as well as a door that leads to a
small storage room.
At the north portion of the room, there's a bathroom that contains some
items. Nearby is a table with some cards and money on it, and north of that
you'll find some boxes and lockers. When you've looted the entire room, open
the cabinet to get the gun.
=============================================================================
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Chapter 2: Blindsided
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=============================================================================
Claptrap's been blindsided, get it? ;) Watch as he goes through the Claptrap-
sized door on the north wall, and wait for him to open the person-sized door
for you. In this new area, loot all of the crates and safe boxes, then follow
Claptrap back outside.
Follow Claptrap and loot the crates that he goes by. Also, break all of the
rocks around here because they contain money. Soon Claptrap will hear
Bullymongs. Three jump down from above and land on the elevated part of the
land. Take them out with your gun before they get to you. You can probably
gun down one or two right after they land.
Once you've taken down those three, two more come out from the cavern in
front of you. If you see them right away, you should be able to dispose of
them before they get to you. As always, if they start to get close, run
backward to avoid them and give you more breathing room.
After you've cleared the area of Bullymongs, follow Claptrap to the save
point. Near it, you should see a few crates to loot. Continue following
Claptrap until he take a big fall. While his head is in the snow, a band of
Bullymongs comes out to fight.
You should easily be able to pick them off from your current position on
higher ground. I recommend switching to the sniper rifle to kill them quickly
and efficiently. If they get close to you, they will have to jump up first.
While they're floating in the air, you can easily gun them down. In addition,
if you get them right after they land, you can hit them with a melee attack
to conserve ammo.
After you've taken them down, jump down and dig Claptrap out of the snow.
Follow him as he continues to bump into everything while you loot all of the
crates and chests that you see. Claptrap will guide you into a large area and
talk about being able to see himself, which can only mean we've found Knuckle
Dragger.
-------------------
o------------------------------- Boss Battle -----------------------------o
| ------------------- |
| |
| Boss: Knuckle Dragger |
| Level: 1 |
| Difficulty: Easy |
| General Strategy: He's not all that tough, really. He'll start by |
| throwing some rocks at you and then he'll leap over to |
| you. After a little bit, he decides to jump up on the |
| canyon wall while he watches a few of the little |
| Bullymongs go after you. He'll then jump down again and|
| repeat what he's just done. You can easily dodge or |
| shoot the rocks that he throws, and you can run out of |
| the way when he leaps for you. In both instances, you |
| should also be able to get a lot of shots on him. When |
| he jumps up onto the canyon wall, you can switch to the|
| Sniper Rifle and get a few shots in before you take |
| care of the little Bullymongs. Finally, when he jumps |
| back down, continue firing bullets into him, and he |
| should go down quickly. After the fight, you level up. |
| |
o---------------------------------------------------------------------------o
Before you retrieve Claptrap's eye, loot all of the stuff in this area - in
particular, the money from Knuckle Dragger and the loot inside the breakable
rocks. When you're ready, grab the eye and listen to Claptrap as he states
that we need to now find a "professional" to put it back in.
Follow Claptrap to the Hyperion Barge and wait until it's finally opened. In
this room, loot all of the ammo and the weapons - you'll definitely need them
coming up. When you're ready, talk to Claptrap to turn in the quest.
=============================================================================
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Chapter 3: Cleaning Up The Berg
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=============================================================================
At Southern Shelf, follow Claptrap and watch him tumble down the cliff. He'll
end up at the front gate of Liar's Berg with Bullymongs all around him. From
the edge of the cliff, change to your sniper rifle and pick off these
Bullymongs as they attempt to jump up to you. If they get close, change to an
automatic weapon and mow them down.
After clearing the Bullymongs, go to the front gate and listen to Claptrap
talk to Sir Hammerlock. Hammerlock opens the gate, and you're left to dispose
of the enemies around this little town. I recommend that you jump up on the
white bricks to the left of the gate and fire down on the marauders. When
they start to fire at you, slide back off the wall and use it as cover as you
pick them off.
The marauders come out of the buildings and usually strafe back and forth
between cover positions. The cover position of choice for these marauders are
the white bricks around the time. When they're in cover, switch to your
sniper rifle and head shot them.
After an initial wave of marauders, Bullymongs decide to liven up the party.
Thankfully, you don't have to fight both at the same time; that is, you can
watch as the Bullymongs tear down the marauders. You should either not fire
at all, or try to evenly disperse your damage on both the marauders and the
Bullymongs.
Once the area is clear, Sir Hammerlock tells you to go over to the gate.
Don't get too close to the gate, as it will electrocute you. Instead, watch
Claptrap run into the gate and get zapped himself. After that, Sir Hammerlock
introduces himself and asks you to give him Claptrap's eye.
After giving him the eye, watch him repair Claptrap and then follow him to
the bulletin board. He'll turn on the power to the town, allowing you to buy
from the vendors here and open gates. Talk to Sir Hammerlock to complete the
quest.
There are a few other Optional Missions you can do around town before you
start "Best Minion Ever." I recommend that you do a few Optional Missions for
the experience and the rewards, which will replace some of your White quality
guns with Green quality guns. The Optional Missions include:
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| This Town Ain't Big Enough ||
|| -------------------------- ||
|| Quest Giver: Sir Hammerlock ||
|| Quest Location: Southern Shelf ||
|| Quest Level: 3 ||
|| Rewards: $63 ||
|| Experience: 160 ||
|| Items: A Green Pistol ||
|| Description: "There's only room for ONE deadly, bipedal, ||
|| ape-descended species in Liar's Berg. ||
|| Walkthrough: In this quest, you need to kill all of the creatures ||
|| on the outskirts of town. The two locations are marked ||
|| on your map: (a) in the canyon below the bulletin ||
|| board and (b) across the bridge from the bulletin ||
|| board. Since you get the quest at the bulletin board, ||
|| you can complete this quest without much travelling, ||
|| which is a luxury usually not afforded by these ||
|| Optional Missions. ||
|| To begin, head over to the right of the bridge and ||
|| look down at the canyon below. This will trigger an ||
|| event: a few Monglets come out of the holes and begin ||
|| to throw rocks at you. You can use the small wall and ||
|| the cliff itself as cover while you take them down; ||
|| when a thrown rock gets close to you, merely back ||
|| away from the ledge to dodge it. In addition, a lot ||
|| of the rocks will just hit the side of the hill. ||
|| Considering this, you can pretty much kill all of the ||
|| enemies with impunity. After an initial wave of the ||
|| easy Monglets, more difficult Bullymongs come out of ||
|| the walls. These can be killed in much the same way, ||
|| only it will take a bit more ammo. When you've clear ||
|| the area, Sir Hammerlock chimes in and the area is ||
|| not marked on your map anymore. Before going to the ||
|| next objective, jump down to the canyon floor and ||
|| bash the rocks around here for either items or money. ||
|| The next area is across the bridge. I recommend ||
|| using the bricks near the bridge as cover while you ||
|| snipe away at the Bullymongs. If you position yourself ||
|| correctly, you can shoot at the Bullymongs with ||
|| impunity because their rocks will merely hit the white ||
|| brick wall. If you find yourself getting hit, fully ||
|| take cover behind the wall and wait for your shield ||
|| to recharge before you begin your assault again. When ||
|| you've cleared a few waves, Sir Hammerlock states that ||
|| the quest is now complete. Before you turn it in, head ||
|| over to the area where the Bullymongs spawned and ||
|| collect any loot there. Also, remember to destroy the ||
|| breakable rocks for loot. When you've done this, ||
|| return to Sir Hammerlock and turn in the quest to ||
|| receive your reward. ||
|| ||
'========================================================================='
Before doing the other two quests from Sir Hammerlock, I recommend doing the
ECHO Recorder quest. To receive this quest, you must pick up the ECHO
Recorder on the ground near the buildings that you see when you first exit
Liar's Berg. It is down the slope and full of enemies; after clearing the
area, you should see a ECHO Recorder on the ground. It's denoted by a yellow
exclamation mark - you can't miss it! :)
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Handsome Jack Here! ||
|| ------------------- ||
|| Quest Giver: ECHO Recorder ||
|| Quest Location: Southern Shelf - ECHO Recorder on ground around ||
|| buildings near Liar's Berg ||
|| Quest Level: 3 ||
|| Rewards: $63 ||
|| Experience: 80 ||
|| Items: A Green Pistol ||
|| Description: "What ever happened to Helena Pierce?" ||
|| Walkthrough: The ECHO Recorder is on the ground in the first ||
|| building area outside Liar's Berg. When you pick up ||
|| the ECHO Recorder, you'll start the quest. ||
|| Listen to Helena's Pierce's audio log. It's actually ||
|| only a part of it, and Sir Hammerlock states that he'll||
|| pay you if you can find all of the audio logs. ||
|| Run back into town and go over to the mark denoted ||
|| on the map. Smash the lock for the dumpster and pick ||
|| up the next audio log. After listening to it, go to ||
|| the next audio log, which is conveniently marked on ||
|| your map. The audio log is on top of the building near ||
|| the gun vendor. This is also the building that Sir ||
|| Hammerlock hid in while Liar's Berg was being ||
|| assaulted by Marauders. There is a ladder on the side ||
|| of the house - climb it, jump up near the chimney, ||
|| and smash the rock to find the audio log. ||
|| After listening to this one, run over to the final ||
|| audio log. It's in a container near the medic vendor. ||
|| Open the container and grab the final audio log. After ||
|| listening to the horrific ending, return to Sir ||
|| Hammerlock to receive your reward. ||
|| ||
'========================================================================='
After this one, we're off to do the next two quests from Sir Hammerlock. I
recommend doing Shielded Favors before Bad Hair Day as is it both easier
closer. Pick both of them up at the same time because they are in the same
general area.
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Shielded Favors ||
|| --------------- ||
|| Quest Giver: Sir Hammerlock ||
|| Quest Location: Southern Shelf ||
|| Quest Level: 3 ||
|| Rewards: $31 ||
|| Experience: 160 ||
|| Items: A Green Shield and a Skin Customization ||
|| Description: "If you're gonna survive out here, you'll need a ||
|| better shield." ||
|| Walkthrough: Run out of Liar's Berg and turn left. See that little||
|| settlement in the distance with the "fort" on top? ||
|| That's where you need to go next. Unfortunately, ||
|| Marauders have inhabited the buildings, so you'll need ||
|| to kill a few waves of enemies before you can explore ||
|| it. I recommend switching to your sniper and picking ||
|| off the Marauders from this slope. Try to hit the head;||
|| at the very least, hit it for the first shot. There are||
|| three Marauders loitering around the building, and a ||
|| Psycho might decide to charge at you. As is the usual, ||
|| take out the charging Psycho first before you take on ||
|| the Marauders. It should also be noted that there is a ||
|| shock barrel on the lower level. You can hit the barrel||
|| while a Marauder is near it and save some ammo as you ||
|| watch him get fried. ||
|| After the area is clear, head over to it and loot ||
|| everything. Try to pull the lever for the lift. It ||
|| won't work because it seems Claptrap tried to... ||
|| ermm... "integrate" with it. LOL! Anyway, now you need ||
|| to find a fuse for the power box. ||
|| The fuse is located near the buildings on the other ||
|| side of this structure. Head left from the lift, climb ||
|| the ladder, and go through the room. See that area ||
|| with the electricity wildly going off? That's where ||
|| the fuse is located. It's best to pick off the enemies ||
|| from this high structure with your sniper rifle. This ||
|| is because the charging Psychos must go up the ramp, ||
|| which gives you a little extra time to take them out ||
|| before they reach melee range. In addition, the room ||
|| behind you works great as a little retreat from ||
|| gunfire. ||
|| There are gas tanks and explosive barrels all around ||
|| the area - you can use these to quickly kill the ||
|| Marauders. Thankfully, the Marauders tend to take ||
|| cover near these objects, so all you'll have to do is ||
|| fire at the tank or barrel to kill the Marauder. In ||
|| addition, a Psych will charge at you. Take him out ||
|| first as he'll damage you from melee range and disrupt ||
|| your accuracy. Finally, a Marauder comes out of the top||
|| floor, but you can shoot at the gas tank to quickly ||
|| kill him. When the area is clear (i.e. no red dots), ||
|| you're free to head over and loot all the crates and ||
|| boxes. ||
|| Head over to the electric barrier. It's blocking ||
|| your way - Claptrap advises that you quickly run ||
|| through it. He states that if you run fast enough ||
|| you'll get through undamaged. This is completely ||
|| wrong - you WILL get damaged. It's fun to repeatedly ||
|| try to run into it, though, as there will be some ||
|| hilarious dialogue. At any rate, shoot the electric ||
|| fuse box to stop the electricity. You'll hear a roar. ||
|| Not good! Quickly grab the fuse in the room and run ||
|| back to the lift. We'll tackle the roaring Bullymongs ||
|| in the following quest. ||
|| At the lift, install the fuse and pull the lever. ||
|| Get on the lift and pull the lever on the lift to ||
|| ascend to the top floor. Open the door and purchase a ||
|| shield from the vendor to complete the objective. ||
|| Before you return to Liar's Berg, loot the entire for ||
|| anything valuable. Of particular interest is the ||
|| lockers on either side of the room and the lockbox on ||
|| the counter. Afterward, return to Liar's Berg and talk ||
|| to Sir Hammerlock to complete the quest. ||
|| ||
'========================================================================='
You should acquire another quest, called Symbiosis, from Sir Hammerlock
before you go back and complete Bad Hair Day. This is because Symbosis is in
the area passed Bad Hair Day and you can therefore do both at the same time
to avoid more travel time.
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Bad Hair Day ||
|| ------------- ||
|| Quest Giver: Sir Hammerlock ||
|| Quest Location: Southern Shelf ||
|| Quest Level: 5 ||
|| Rewards: $15 ||
|| Experience: 362 ||
|| Items: A Green Sniper Rifle or Green Shotgun ||
|| Description: "Style is everything." ||
|| Walkthrough: Run back to the area with the electric barrier that ||
|| you shut off. If you listened to my advice and turned ||
|| in Shielded Favor, there is a possibility that the ||
|| Marauders have respawned. Thankfully, they're too busy ||
|| with the Bullymongs to pay much attention to you. ||
|| I recommend that you kill the Marauders while they ||
|| are in battle with the Bullymongs. This is because you ||
|| need to do something special against the Bullymongs to ||
|| get their fur. ||
|| You must get them to low health and melee them for ||
|| the killing blow to get their fur. If you kill them ||
|| with a gun, they won't drop the fur. It's best to use ||
|| your normal weapon until they're around 30% health, ||
|| then use a low-damage white weapon to get them down to ||
|| just a sliver, and then run in for the melee kill. ||
|| There will be around three or four Bullymongs running||
|| after you, so I recommend that you run back to the ||
|| outpost and go inside the room with the table that is ||
|| accessed through a ladder in the back. If you're in ||
|| this room, the Bullymongs can't hit you with their ||
|| rocks, but you can still shoot at them with your ||
|| pistol. ||
|| As stated before, get them to low health and then ||
|| melee them for the kill. While you are collecting the ||
|| fur, Claptrap pollutes the airwaves and states that ||
|| he'll give you a shotgun for the fur. (Because it's ||
|| great for absorbing tears, ha!) It's your choice - you ||
|| can either turn in the quest to Claptrap for a shotgun,||
|| or turn in the quest to Sir Hammerlock for a sniper ||
|| rifle. I recommend the sniper rifle -- because you're ||
|| using it a lot if you're playing like I'm playing -- ||
|| but if you have a up-close-and-personal fighting style,||
|| the shotgun might be the better choice. Either way, ||
|| collect the four furs and turn in the quest to receive ||
|| your reward. ||
|| ||
'========================================================================='
After Bad Hair Day, go passed the area with the electric barrier -- the place
where the Bullymongs came from -- and head to Southern Shelf - Bay.
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Symbiosis ||
|| --------- ||
|| Quest Giver: Sir Hammerlock ||
|| Quest Location: Southern Shelf - Bay ||
|| Quest Level: 5 ||
|| Rewards: $39 ||
|| Experience: 362 ||
|| Items: Blue Skin Customization ||
|| Description: "Midgets and Bullymongs and Vault Hunters, oh my!" ||
|| Walkthrough: This is a very long and at times difficult Mission. ||
|| From the entrance of Southern Shelf - Bay, head through||
|| the cave and turn left when you exit. There will be a ||
|| herd of Bullymongs off in the distance; dispose of them||
|| any way you see fit. I recommend sniping at them and ||
|| then running backward as they pursue you. ||
|| After killing them, run south, using the quest ||
|| marker as a guide, and at the river pull the lever ||
|| to move the platform. Get on the platform and pull ||
|| the lever to reach the other side of the river. ||
|| Go passed the save point to a bridge that is down. ||
|| Before you call the bridge, I recommend you get out ||
|| your sniper and kill all the enemies that you see in ||
|| the settlement ahead of you. There are A LOT of ||
|| enemies here, so it is best to take it really slow and ||
|| clear the enemies as you make your way to the end of ||
|| the settlement. ||
|| At the bridge, you'll want to kill the patrolling ||
|| Psycho. This will alert his friends, and a couple more ||
|| Psychos will come out of the buildings. Since you are ||
|| across a river, they cannot reach you. However, they ||
|| can still throw projectiles at you. While dodging their||
|| projectiles, gun them down. ||
|| Press the switch to bring up the bridge, then head ||
|| over into the settlement. This area is FULL of enemies.||
|| I suggest you take it slow and kill the enemies as you ||
|| see them. If you try to run through the area, you will ||
|| get overtaken by Psychos. There are several good hiding||
|| spots in this area; in particular, the higher ||
|| platforms/levels make good cover. ||
|| Your first order of business, as always, should be ||
|| the charging enemies. Once they're defeated, gun down ||
|| any Marauders that are in cover. Also, you should use ||
|| your first surprise shot as a head shot on a Marauder ||
|| with a shield to make him a bit easier to kill. ||
|| You must go all the through this area to the end, ||
|| and then go up the stairs to reach a higher level. ||
|| Here, you must go the other way around until you reach ||
|| a ramp that leads to the top building. Go up the ramp ||
|| and open the door to find the Bullymong-riding midget. ||
|| This battle can be difficult if you haven't cleared ||
|| the area. The Bullymong jumps all around the area, ||
|| stopping after every jump to throw a few rocks at you. ||
|| After you've shot him a few times, he'll jump again to ||
|| another part of the settlement. ||
|| First, you should stay on this top level while ||
|| fighting him. This is so you have a good vantage point ||
|| of all the locations that he jumps to. It's best to ||
|| kill the Bullymong first because the Badass Midget is ||
|| highly immobile. You should try for head shots on the ||
|| Bullymong if possible. Since he jumps around so much, ||
|| you can't reliably throw a grenade at him. ||
|| You can also try to charge him and machine gun him ||
|| down. Just remember that he'll jump away after you've ||
|| taken out a chunk of his health, so you'll have to run ||
|| all around the settlement. With this in mind, I ||
|| recommend that you just stay on the top level, as ||
|| mentioned before. ||
|| The Bullymong sometimes jumps up on rooftops and ||
|| levels that you cannot reach. He's best battled on the ||
|| other side of the settlement, because he tends to jump ||
|| back and forth between the upper level and the lower ||
|| level. In addition to the aforementioned strategies, ||
|| you can also shoot explosive barrels if he happens to ||
|| be near them. This will speed up the battle by quite a ||
|| bit. ||
|| You aren't done once you've killed the Bullymong as ||
|| the Badass Midget is still alive. He's a lot easier ||
|| than the Bullymong because he hardly moves around at ||
|| all. However, his attacks pack quite a punch. I ||
|| recommend gunning him down from a distance. You can ||
|| take him down faster if you head shot him, and this ||
|| should be easy because he doesn't move very much. ||
|| After you've killed the Badass Midget, the quest is ||
|| complete. Before you go back to Sir Hammerlock to turn ||
|| it in, I recommend that you patronize the vendors on ||
|| the top floor in the building that the Badass Midget ||
|| first exited. There are three vendors here, as well as ||
|| some loot. Speaking of which, you should loot the whole||
|| settlement of all of its stuff. ||
|| Return to Sir Hammerlock in Liar's Berg to complete ||
|| the quest. ||
|| ||
'========================================================================='
=============================================================================
-----------------------------------------------------------------------------
Chapter 4: Best Minion Ever
-----------------------------------------------------------------------------
=============================================================================
Before starting this quest, I recommend going to the three vendors in town
and buying what you need. Of utmost importance is ammo; without ammo, you're
dead meat! You can also do Optional Missions for Sir Hammerlock here, which I
recommend if you're underleveled. They are listed in the section above, as
well as the Optional Missions section of this guide.
When you're ready, "grab Claptrap" to hear him yap about going to Sanctuary.
Follow him to the gate switch and pull it. Head out through the gate and down
the slope path. When you get to the telescope and little fire pit on the
left, stop, get out your sniper rifle, and prepare to make some head shots.
There are about four or five marauders in the little building area in front
of you. Initially, there should only be two, but others come out of the
buildings. You should head shot the high level marauder first to circumvent
his shield. Afterward, take out the charging Psycho. If he reaches you, he'll
just throw stuff at you for little damage.
Continue to kill the enemies from afar. You can additionally run down to the
area and machine gun them down, but this is a much more risky proposition.
Another tip is to fire at the explosive barrels when the enemies are near
them.
When you've cleared the area, loot all of the chests and crates in the area.
Afterward, follow Claptrap to the next building area as Handsome Jack talks
about naming his pony "Butt Stallion." Again, Claptrap goes right into the
center of the area and cowers as enemy marauders and psychos come out of the
buildings.
You should fire from the entrance of this area, preferably at the gate. That
way, if you get charged by psychos, you can easily run backwards while you
take them down. In addition, you can try exploding the various crates around
the buildings to quickly kill the enemies.
There are around two or three waves of enemies here that come out of the
buildings. Just continue to pick them off from a safe distance with any of
your weapons. When the area is clear, "Defend Claptrap" will be checked off
and he'll go over to the drawbridge.
Wait a safe distance as he lowers the bridge. The other side lowers, and two
suicide psychos charge at you. These guys carry grenades and either explode
them when they're in melee range, or throw them at you. Mow them down with a
machine gun as the cross the bridge. If they get to close, run backwards
while firing at them. Remember to continually go back or else you will get
hit by a grenade explosion. When you've killed both psychos, follow Claptrap
across the bridge and prepare for a boss fight.
-------------------
o------------------------------- Boss Battle -----------------------------o
| ------------------- |
| |
| Boss: Boom and Bewm |
| Level: 6 |
| Difficulty: Medium |
| General Strategy: This can be a tough fight if you do not use the cover |
| correctly. Boom gets on a tank and starts firing |
| explosive rounds at you; these hurt a lot and they can |
| also push you backward. While Boom is firing away, |
| Bewm flies around in a jet pack, occasionally landing |
| and using his shotgun on you at close range. In |
| addition, two Psychos charge you every now and then, |
| and they respawn endlessly. As far as strategy, you |
| must use the cover in the center of the area - that |
| little half-building structure with a red stripe. |
| It's also where Claptrap cowers in cover. If you're |
| behind this structure, Boom can't hit you with the |
| tank, and all you'll have to worry about is Bewm. |
| With this in mind, stay a little bit behind this |
| structure, and wait for Bewm to jet pack over to |
| you. You can fire at him while he's descending and |
| take out a lot of his health outright. When he lands, |
| you must run a safe distance away, or he'll do some |
| heavy damage with his shotgun. Luckily, his shotgun |
| is very inaccurate when he's not at melee range. After |
| you've damaged some of his health, he'll fly in the air|
| and land off in the distance. If you can still see |
| him, switch to your sniper and get a few shots in on |
| him. After a little bit, he'll fly back over and |
| you're left with the same strategy as before. Just |
| remember to stay behind the cover, or Boom will get |
| in a big shot on you. When you've killed Bewm, waste |
| any of the charging Psychos, then switch to your |
| sniper rifle. Peak in and out of cover as you head |
| shot Boom in his tank. It takes him a while to move |
| the tank in the proper direction, so use this to your |
| advantage by alternating back and forth. When you've |
| taken out his health, he'll jet pack out of the tank |
| and you're left to fight him one more time. He's very |
| similar to Bewm now, but instead he loves to throw |
| grenades at you while he flies around. It's best to |
| be constantly moving around the area so you don't get |
| hit by an explosion. In addition, two Psychos should |
| be on the loose again. Even though they respawn when |
| you kill them, I recommend you dispose of them before |
| attacking Boom. This is because Boom has good armor |
| and body shots won't cut it against him. Instead, you |
| should switch to your sniper and fire at his head. |
| The head shots do around twenty times more damage |
| than the body shots! After a few head shots, he'll |
| fall to the ground and the battle will end. |
| |
o---------------------------------------------------------------------------o
After the battle, listen to Claptrap and loot the items that Boom has
dropped. In addition, loot the entire - the chests, the crates, the boxes,
everything. You also might've noticed that you leveled up and received your
first skill point. Go to the menu and use the skill point on your special
skill at the very top. You can now use your character-specific skill, making
battling a bit easier. You'll want to come back to this menu and allocate
your skill points when you level up. It's your decision which to choose.
After using your skill point, head over to Claptrap, who's waving at the
gate. He'll tell you to get on the cannon and shoot at the gate. He gets in
this big, long, and hilarious monologue about how you should wait until he's
out of the way to shoot. Just shoot down the gate when you first can for some
hilarious dialogue.
Once the gate is down, a lot of enemies come running from the new entrance.
Stay on the cannon and shoot them down as they get close to you. It's worth
noting that the cannon fires two rounds consecutively, so you can shoot in
two areas to kill more marauders. Also, it's a splash shot that kills all
enemies in the vicinity, so try to target a pack of them.
After mowing down the waves, jump out of the cannon and head through the
debris-ridden gate to reach the Soaring Dragon.
------------------
The Soaring Dragon
------------------
We must catch up to Claptrap who is now getting beaten up by some of Flynt's
men. Your goal is to get to the very top of that dragon structure, in the
deck of that ship on top. Before you go any further, get out your sniper
rifle and take out the marauders in the hut to the north. In addition, you
might want to kill the Rakks in the sky if they start to attack.
Head over to the gate and listen to Flynt talk about how much fun it is to
torture Claptrap. Flynt will then open the front gate, and a ton of enemies
come running out. Now is a good time to use to use that special skill you
have. In addition, whip out your sniper and take out the midget with the big
head first. Then, take out the Psycho, and finally the marauders, who just
run around all over the place. You can hit the explosive barrels for a
quicker victory, and you should use the sloping hill in front of the gate as
cover.
When you've cleared the entrance, go inside and loot all of the chests and
lockers around the gate. There is another batch of enemies just a bit in, so
stay close to the entrance while you collect the loot. After getting all the
loot, hide behind the grey cargo structure and take out the Marauders in
front of you. In particular, take out the closest one, who is loitering
around a building.
The Marauders either use cover or charge at you. Shoot down the charging
enemies first, then take out the Marauders in cover. Your first order of
business should be the charging Psychos, as they screw up your aim when
they're hitting you.
In addition, there are a few barrels -- particularly the shock barrel -- that
prove useful in clearing the area. For the shock barrel, just shoot at it
right away because it will continually spark electricity and kill the enemies
that stupidly try to run passed it. Remember to always use cover! There are
crates and boards here that are particularly useful. You can also use your
special skill again if it gets too tough, or lob a few grenades to thin the
pack.
When the area is clear, run over to the next gate and listen to Flynt
reminisce on those good ol' times when he tortured Claptrap. Ha! At any rate,
loot everything around the gate, then snipe the Killer Marauder, who paces
back and forth in the adjacent area. You should try to head shot the Killer
Marauder first because it has a shield and a head shot circumvents the
shield.
After the Marauder, your next order of business is the charging enemies;
particularly, the Psychos who make a mad dash toward you. You can run
backward or use the gate wall as cover while you clear the area. In addition,
there is yet again more explosive barrels that can make the job a bit easier.
When you've killed all the enemies, go around this area and loot everything.
You might wonder why there isn't a shop here; even though the map denotes
that one is in the center of the area, the vendor is actually above you, on
another floor entirely. You'll get to this vendor at the very end of your
adventure in this area.
Continue through the area until you reach the next save point. Here, you'll
want to creep over to the barrels and take a look at the area in front of
you. There is just one Marauder pacing back and forth, but more will come out
of the doors on that level. DO NOT shoot the corrosive barrel right away;
instead, gun down the lone Marauder and wait until the Badass Marauder is
near the barrel before you shoot it.
In addition to the Badass Marauder, there is also a Psycho and a few normal
Marauders. I recommend running backward if the Psycho gets too close, and
using the line of sight of the ground as cover against the Marauders. In
addition, if the corrosive barrel didn't waste the Badass Marauder, swap to
your sniper rifle and head shot a few times.
After clearing the area, loot all the stuff. The Badass drops a green item,
and on the dock, there is a treasure chest that usually contains at least a
couple green weapons. Additionally, there is also a medical vendor here that
you can use to heal up and perhaps even buy a new shield if you feel the one
you currently have equipped is inadequate for the job.
Once you've looted the area, continue farther into the dungeon. The next area
is a little tricky because there are enemies above you. In particular, there
are three Marauders on the little catwalk, and another two Marauders on a
platform to the right.
If you're good at throwing grenades, you should just throw a grenade at the
two Marauders on the platform. Since the platform is small and there's no
place to run, they'll get blown to smithereens. As for the Marauders on the
catwalk, use the debris on the ground as rubble as you gun them down. You'll
probably have to use a gun that can zoom because they are good at taking
cover.
Run passed the catwalk and you'll hear Claptrap getting beaten the crap out
of. Before you save him, you'll need to take care of the wave of enemies in
the buildings before him. There is a corrosive barrel that you should shoot
to kill a few enemies who exit that building. Additionally, there is a Psycho
that appears from the hut to the right, and a Marauder in the building to the
left. After clearing the enemies, loot this entire area of its loot.
Now it's time to save Clappy. Go to the objective waypoint. Looks like Clappy
is gettin' a poundin' from three Marauders. You can kill them quickly if you
just throw a grenade at them; don't worry, it won't kill Claptrap. Once
you've killed all three, Claptrap pops up from his cower position and
continues inside a new area.
In the area with the bonfire in the middle, Claptrap gets in his cower
position and we have another round of "Defend Claptrap." On the perimeter of
this area there are several Marauders that appear from the buildings.
Thankfully, there are barrels strategically places next to the buildings.
Shoot the barrels to weaken the Marauders, then finish them off with your
gun. There is also a Psycho that runs at you - take care of him first. You
should be doing all of this from the entrance to this area, on the slope to
the left when you first walk in.
After clearing the area, follow Claptrap to *gasps* STAIRS! Claptrap can't do
stairs, so he waits at the thoughtfully-placed platform and asks you to find
the controls to hoist him up. Go up the stairs and take the upper level. Fire
down on the Marauders below you that appear from the buildings, then go
passed this area and up the stairs to a higher level.
On this level, make your way to the opposite end of the floor. There are
several Marauders that appear from the buildings, so use the walls as cover
while you take them down. In addition, there are two Marauders that appear
from a building to the right -- the one that has a ramp connected to it --
and these guys should be killed first because they have a good view of you.
You can easily shoot the barrel near them to kill them efficiently.
Go to the end and you'll see more Marauders in between the pillars. It's best
to throw a grenade or use a weapon that has a splash effect to hurt them all
at the same time. Once you've killed this initial wave, tougher Marauders
break out of the little cubicles. Defeat them in the same way -- you can also
use the pillars as cover for yourself.
After looting the area, go up the ramp to the northwest and pull the lever to
hoist Claptrap up to you. Once he ascends, follow him while looting all the
crates and barrels that you see. In the room with the ammo vendor, Claptrap
opens a gate and falls into the deck of the ship. Before you jump in with
him, stock up on ammo. We've got a boss fight on our hands! Now jump down
onto the deck and watch Captain Flynt's grand entrance.
-------------------
o------------------------------- Boss Battle -----------------------------o
| ------------------- |
| |
| Boss: Captain Flynt |
| Level: 6 |
| Difficulty: Medium |
| General Strategy: This is definitely an interesting fight. The vents on|
| the floor on the deck emit flames every now and then, |
| so don't stand on them unless you have a death wish. |
| There are also respawning Psychos and Marauders in the |
| area that you should, as a whole, ignore because they |
| just respawn. |
| Captain Flynt himself starts on his throne at the end|
| of the deck. Whip out your sniper rifle and start |
| blasting away at him. It's difficult, but you CAN get |
| a head shot on him. If you do, it'll take away a large |
| chunk of his health. Use the building to the right as |
| cover while you fire at him. |
| When you've taken away about a third of his health, |
| Captain Flynt jumps down to the deck. This is when the |
| vents get set ablaze, so don't stand on them. They |
| also make it difficult to see Flynt and any charging |
| Psychos. |
| Get in the very back of the deck and fire away at |
| Flynt, either with a sniper rifle or an assault rifle. |
| Soon he'll make a giant leap to your position - run out|
| of the way or you'll get pushed back. While he's |
| turning to your direction, circle strafe around him |
| while firing away. You should always be a safe distance|
| away from him and definitely out of melee range. |
| He's not all that tough - after a few clips of an |
| assault rifle or machine gun, he should go down. After |
| the fight, collect the blue weapon that Flynt drops and|
| clear the area of the remaining Marauders and Psychos. |
| |
o---------------------------------------------------------------------------o
Head over to the end of the ship and wait for Claptrap to open the room.
Inside here, loot the chest and all of the lockboxes and crates. Afterward,
follow Claptrap to his might vessel and talk to him to turn in the quest.
=============================================================================
-----------------------------------------------------------------------------
Chapter 5: The Road to Sanctuary
-----------------------------------------------------------------------------
=============================================================================
Travel to Three Horns - Divide. While still on the ship, listen to Claptrap
hilariously ramble on about what he needs for his welcome back party to get
"the ladies." Anyway, exit the ship and walk toward the bridge when you see
some bandits blow up the bridge.
Now we need a ride to jump over the bridge. Walk to the canyon under the
bridge and look ahead to see a pack of Bullymongs. Get out your weapon of
choice and fire away at them. There will be another Bullymong that appears
from the hole at the end of this path.
Follow the linear path and go left up the slope. There are three Bullymongs
that appear from the holes in the wall. Try to take them out as they're still
jumping down. Remember to kill the charging one before you take out the ones
who throw projectiles.
Head over to the Catch-A-Ride -- easily seen on the map -- and try to spawn a
vehicle. Since you're "unauthorized," you'll need to fetch an adapter to hack
the Catch-A-Ride. Luckily, there is an adapter in the camp right next to you.
Go through the entrance -- a big skull -- and take cover behind one of the
bone pillars.
This area is absolutely littered with enemies. There is a new enemy that you
probably haven't seen before: the Nomad. These guys are big and strong, but
normally just walk slowly toward you while firing. There are also several
Psychos and Marauders in this area.
Take out the charging enemies first -- usually the Psychos -- and then move
onto the Marauders. Save the Nomads for last because they have big health
pools. There will be about four waves of these enemies as they appear from
the various buildings in the area. Just use the bone pillar and the wall as
cover while you take them down. In addition, grenades make this battle a bit
faster, and there are strategically-placed barrels that can kill a slew of
enemies.
Once the area is clear, head over to the other side -- near the water -- and
grab the adapter. Loot the rest of the area and then return to the Catch-A-
Ride. Install the adapter and wait for the terminal to become operational
again. After that, deploy a new vehicle -- just choose the default one -- and
jump inside the driver's seat.
To jump the gap, you must use your turbo while you drive over the ramp. Just
remember to straighten out before you use your turbo, or you might not land
on the other side. You don't need much of a start to jump over it as the
turbo will speed up the car immensely.
On the other side, drive through the long cave. You can choose to either
fight the Bullymongs that jump out of the holes, or just fly passed them. I
just fly passed them as killing them while in a vehicle doesn't give much
experience anyway.
After exiting the cave, get on the road and head toward the waypoint, which
is the gate to Sanctuary. Here, kill the Marauder in front of the gate and
also the enemies in the buildings to the left of the gate. You can do this
from the safety of your vehicle. Just hold down the machine gun buttons and
mow them down.
After clearing the area, exit your vehicle and use the intercom. We must
"prove" ourselves to Roland before we can enter Sanctuary by finding Corporal
Reiss.
----------------------
Finding Corporal Reiss
----------------------
Jump back in your vehicle and drive toward the waypoint on the map. You'll
see an ECHO Recorder on the road -- pick it up and you'll be directed to
another location. Hop back inside your vehicle and drive toward the next
waypoint.
You'll reach a wall and a bone-tooth barrier that stops you from driving any
further. Exit your vehicle and enter the large area. As you might've guessed
from the various holes, a plethora of Bullymongs decide to come out and play.
You can use the outer wall as cover while you fire at them. Or, you can lure
them back to your vehicle and efficiently kill them with the vehicle's
machine gun. There are also Rakks that will swoop down at you that are a
nuisance as well.
Once you've cleared them, head through the area and toward the waypoint to
find Corporal Reiss, who is currently being assaulted by three Psychos. Your
best bet here is just to throw a grenade in the center of the pack -- it'll
kill all of them -- and then talk to Reiss. Additionally, this is a good time
to use your special.
--------------
The Power Core
--------------
After talking to Reiss, you are asked to find to the Power Core and
optionally killed twenty Bloodshots. Since they're both in the same area, you
should do both for the extra experience. Head back to the big center area
that you just walked passed to get to Reiss, and take the westward path that
is in the same direction as the waypoint.
After heading through the two pillars with torches, you'll reach a big camp
with a ton of patrolling enemies. Take this time to zoom in with your sniper
rifle and see the location of all of the enemies. When you're ready, head
shot a shielded Marauder, and then take down the charging Psychos. After
that, kill any Nomads that are slowly closing in on you, and then kill the
Marauders that are hiding in cover.
Once you've killed twenty of them, run down to the settlement and grab the
power core that is on the ground to your left. Head back to your vehicle and
drive back to the gate to Sanctuary. Use the intercom and the gate will open,
allowing you entrance to Sanctuary.
---------
Sanctuary
---------
Turn right and head toward the building with the beam that is emitting the
shield. This is where you need to turn in the power core. Go up the stairs
and talk to Lt. Davis. Afterward, remove the current power core and install
the power core that you just retrieved. After that, talk to Lt. Davis to
finish the mission.
=============================================================================
-----------------------------------------------------------------------------
Chapter 6: Plan B
-----------------------------------------------------------------------------
=============================================================================
Head over to the gate of the town of Sanctuary and talk to the guard. After
he opens the gate, run into the city and go up the stairs to your left. Open
the door -- it's green, and denoted by the game -- and watch Scooter's
introduction.
Talk to Scooter and grab the Eridium. He states that you need to get some
fuel cells, too, so grab the two fuel cells in his garage. They are both on
the shelves; one is on the lower floor, and one is on the upper floor. After
that, leave the garage and head to the center part of the city.
Scooter tells you to install the fuel cells. On opposite sides of the square,
there are two hatches. Open these hatches and install the fuel cells. Now
that you've installed two, you need to get the third one. Go east through the
archway and over to the door that's lit up with purple. This is Eridium
vendor. Talk to the guy that's peeping through the door and buy something --
whatever you want -- to get the third fuel cell.
Head back to the center of town and install the third fuel cell at the
remaining hatch. After that, watch Scooter's epic fail, then head over to
Roland's HQ. Talk to the guard near the door to get the key, then go inside.
Listen to the Echo Recorder on the table in front of you to complete the
mission.
There are several optional missions to do in Sanctuary right now. Before we
do the next mission, you should do a few optional missions to level up and
gain experience. Here are the optional missions:
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Rock, Paper, Genocide: Fire Weapons! ||
|| ------------------- ||
|| Quest Giver: Marcus ||
|| Quest Location: Sanctuary ||
|| Quest Level: 8 ||
|| Rewards: $0 ||
|| Experience: 395 ||
|| Items: None ||
|| Description: "You know what's better than killing someone with ||
|| bullets? Killing someone with bullets that are ON ||
|| FIRE." ||
|| Walkthrough: Talk to Marcus at his shop to get this mission, ||
|| which is basically a tutorial on elemental weapons. ||
|| After talking to Marcus, go to the Firing Range via ||
|| the door to the right and walk up to the range itself. ||
|| Marcus states that fire weapons are effective ||
|| against flesh, but not very effective against shields. ||
|| He gives you a fire weapon and tells you to fire at ||
|| the live target. After firing, talk to Marcus to ||
|| complete the mission. ||
|| ||
'========================================================================='
Talk to Marcus again to receive a similar mission:
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Rock, Paper, Genocide: Shock Weapons! ||
|| ------------------------------------- ||
|| Quest Giver: Marcus ||
|| Quest Location: Sanctuary ||
|| Quest Level: 8 ||
|| Rewards: $22 ||
|| Experience: 395 ||
|| Items: None ||
|| Description: "This next quest will come as a SHOCK to you. You ||
|| know? A real SHOCK. Like -- like electricity. It's a ||
|| pun." ||
|| Walkthrough: The second elemental weapon that we're trying out is ||
|| shock weapons. These weapons are extremely effective ||
|| against shields. Just like the previous mission, shoot ||
|| the target with the shock weapon. Watch his shield go ||
|| zap! Talk to Marcus to complete the mission. ||
|| ||
'========================================================================='
And again:
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Rock, Paper, Genocide: Corrosive Weapons! ||
|| ----------------------------------------- ||
|| Quest Giver: Marcus ||
|| Quest Location: Sanctuary ||
|| Quest Level: 8 ||
|| Rewards: $22 ||
|| Experience: 395 ||
|| Items: None ||
|| Description: "And now: corrosive weaponry!" ||
|| Walkthrough: This is exactly the same: fire your corrosive weapon ||
|| at the target to easily complete the mission. Corrosive||
|| weapons are effective against enemies with armor. ||
|| ||
'========================================================================='
And finally:
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Rock, Paper, Genocide: Slag Weapons! ||
|| ------------------------------------ ||
|| Quest Giver: Marcus ||
|| Quest Location: Sanctuary ||
|| Quest Level: 8 ||
|| Rewards: $111 ||
|| Experience: 395 ||
|| Items: None ||
|| Description: "Time to learn how Slag works!" ||
|| Walkthrough: Same as before: fire the Slag weapon at the target. ||
|| This time, though, you'll need to switch to a normal ||
|| weapon and finish him off with normal rounds. After ||
|| that, talk to Marcus to finish the quest. ||
|| ||
'========================================================================='
=============================================================================
-----------------------------------------------------------------------------
Chapter 7: Hunting the Firehawk
-----------------------------------------------------------------------------
=============================================================================
After listening to Roland's message, head upstairs and look inside the safe.
Grab the ECHO Recorder and you're directed to Frostburn Canyon to find
Roland. First, though, I recommend you buy ammo at the vendors in the city.
In addition, you might want to look at all of the other shops and meet Marcus
and Zedd in person! There are a plethora of missions available, which are
detailed in the section above.
Go to Frostburn Canyon
----------------------
Leave Sanctuary and deploy a vehicle at the catch-a-ride next to the gate. Go
to your map in the menu, and look at the waypoint of Frostburn Canyon on your
map. Drive to the waypoint - it's across the map - and turbo over the bridge.
You will now be outside the entrance, but as you can see, enemies have made a
camp right outside the cavern.
There are a few options to get past this point. First, you can get out of
your vehicle and engage them in normal combat. This is not recommended, as it
wastes valuable ammunition. Instead, you might want to run in and get the
attention of the enemies, then run back to your vehicle and use the machine
gun turret to easily defeat them. Finally, you can try just sprinted past
them, but you will lose some valuable experience if you decide to do this.
Whichever way you chose, you'll end up in Frostburn Canyon proper.
Follow Bloodshot signs: 0/7
---------------------------
The first Bloodshot sign is directly in front of you, at the fork in the
road. You'll want to ignore the enemies that run past, as they are currently
fighting someone else. When you reach the first sign, the waypoint for the
second one pops up.
Follow Bloodshot signs: 1/7
---------------------------
This part can get pretty difficult if you're not careful, so listen up. There
are two paths here: the higher path and the lower path. Even though you
might've heard the age-old addage "take the high ground," this does not
necessarily apply here. This is because the next sign is on the lower part,
and you can get past the enemies on the top if you carefully engage the
enemies below.
You want to kill the enemies on the lower path quickly, and then make your
way to the waypoint. There are a few nomads and suicidals, but nothing that
you haven't dealt with before. A sniper rifle works great here, as well as
any automatic weapon.
Follow Bloodshot signs: 2/7
---------------------------
Head inside the cavern in the lower level, to the right. In here, you will
immediately be ambushed by Nomads and a Goliath. You should stay at the very
beginning of the cavern and take them down. Use grenades if they get
clustered up.
After clearing the cavern area, head inside a little ways and you will find
the next bloodshot sign.
Follow Bloodshot signs: 3/7
---------------------------
Head up the stairs and you will be ambushed by three enemies near the tent
area. When they come out of their hiding places, head back to the stairs, so
you have a little breathing room to take them down. Go up the stairs near the
tent to find the next Bloodshot sign.
Follow Bloodshot signs: 4/7
---------------------------
Up the stairs, you'll find a Goliath in a long corridor-hall-like area. After
defeating him, continue down the corridor and some Psychos, including some
Badasses, will hop out of the wall to the right. Strafe backwards while
firing at them, to take them down most effectively.
Continue along the passageway and you'll find the next bloodshot sign, which
is basically a psych pinned to a door.
Follow Bloodshot signs: 5/7
---------------------------
The area opens up again, and you'll face more Nomads and spiders. Just as
before, the key is to stay back and let the enemies cluster up. When you've
defeated them, continue down and you will reach a huge area with a few
levels.
There are A LOT of enemies here, but thankfully, the area has strategically-
placed barrels throughout. To make the battle easiest, wait for some of the
enemies to get near the barrels, and then blow up the barrels for quick
kills.
On the far end of the area, you will find a cavern and the next bloodshot
sign.
Follow Bloodshot signs: 6/7
---------------------------
You are warned about traps, which is absolutely true. But, if you go slowly,
a lot of the traps will be set off by enemies, making them easy to recognize.
Take the left passageway at this fork. Two Psychos will run up to you, but
the traps will hinder their progress. And take note of the traps: they are
the pipes that blow out fire.
Avoid these pipes as you take the left path. Traverse the iron planks, and
you'll reach the next bloodshot sign.
Find the Firehawk
-----------------
You're almost to your goal. Obviously, stock up at the vendors here, then
head on in to the Firehawk's lair. After the cutscene, revive Lilith, then
get her the Eridium in the safebox. And yes, it's time to fend off some
enemies...
Defeat the Bandits
------------------
For this part, you'll have to fight off waves of enemies. These enemies spawn
from the platforms on the sides of this main, circular area. Lilith helps out
during the fight, too. You'll want to use the crates in the middle as cover
while you take out the enemies. They'll start as Psychos, then a wave of
Marauders, and finally a couple Badasses.
After the battle, grab some more Eridium for Lilith, then talk to her to turn
in the quest.
=============================================================================
-----------------------------------------------------------------------------
Chapter 8: A Dam Fine Rescue
-----------------------------------------------------------------------------
=============================================================================
You have to rescue Roland. But if that isn't tough enough, you first have to
infiltrate the Bloodshot base. Don't worry, I'll walk you through it. But I
do advise doing a few side quests if you aren't at the recommended level for
the quest.
Fast travel to Three Horns, then spawn a vehicle. Drive over to the
stronghold; it appears all you have to do is honk your horn to get in, so
press the appropriate button, while in front of the gate, to honk. Well, that
didn't work -- like AT ALL -- so head to The Dust to find Ellie.
She's at her "Garage," which is more of a junkyard, in the center of the
area. Just follow the road and when you get close, drive over to the
waypoint. After her introductory cutscene, talk to her to learn your new
objective.
Harvest Bandit Vehicle Parts
----------------------------
So, you have to collect some bandit vehicle parts now. Basically, all you
have to do is go around the area, destroying bandit vehicles, and picking up
the parts after they are destroyed. The part will have its own waypoint after
you destroy the vehicle, so just walk on other and pick it up. Do this five
times and you're golden.
There are bandit vehicles all around this area. Mostly, they're just driving
around on the ramps near the 'garage. You will also have to deal with some
choppers, so get ready to look up and fire! :)
When you have the five parts, head back to Ellie's Garage. Talk to her, then
press the appropriate button to "Build Technical" inside the garage. From
there, Ellie will say that you can now build your bandit mobile at any Catch-
A-Ride. Yay!
Clearing Out the Stronghold Entrance
------------------------------------
Fast travel to Three Horns, deploy and get in the bandit vehicle, and drive
back to the stronghold. Honk your horn and - lo and behold - you'll be let
inside. Get out and prepare to fight! You'll have to clear this little area
inside before the gate. There are only four or five enemies, and if you want,
you can try to fight while in your vehicle, after luring them out.
When you've cleared the area, we have another mini-boss, this one named Bad
Maw. This guy has a huge shield with three small enemies roped on it. The
hard part is that when you try to shoot at him head on, he'll just block it
with his shield.
To defeat him, you need to get around to his flank -- either his sides or
behind him. This is easier said than done, as he's not stupid, and he'll turn
at a moment's notice. So, use the buildings to your advantage. In particular,
hop up on a second level, wait for him to stalk around a little, and when
he's angled to where you have a shot at, well, shooting him, move to that
position and get a-firing.
You can also try grenades, shooting him in the foot, or firing at barrels
when he's near them. After defeating him, grab the bridge key that he drops,
use it to lower the draw bridge, and head on inside.
Inside the Bloodshot Stronghold
-------------------------------
Stock up, then head up the stairs to the right. In these two next rooms,
you'll face a number of enemies, all of which you need to defeat before you
can venture further. Do one room at a time, and stick behind a crate for
cover. There are, just as always, barrels strategically-placed throughout
that can help you clear faster.
You will have to face two Badass Nomads for the garage door at the end to
open. Special abilities can help here, as well as the barrels nearby. And
when the garage door opens, expect more enemies to come running toward you,
obviously hearing of the ruckus in these rooms.
This little in-between room area can be quite problematic, so just stay back
in the last room and let them come to after. When you've depleted their
forces, head further into the stronghold. The next area you come across is a
huge room with big boiler-like machines throughout.
Stay at this side of the room while you clear it, and be sure to take out the
turret at the far end first. You might also need to retreat back to the last
in-between room if the enemies get too close. After clearing this area, head
further inside this stronghold. You'll reach a autosave station, and then a
big, circular room with a pit in the middle. This is none other than Satan's
Suckhole.
Whatever you do, don't step into that suckhole in the center. Instead, your
main objective is to go UP -- take the ramp that loops around. All the while,
you'll have to kill all the enemies in this room. And just as before, it's
best to hang around the previous room and let them come to you.
The key is to advance SLOWLY. Do not just run up and take all of them head-on
as you'll be shot at from every angle. Instead, clear the lower area, then
ascend to the upper level, find a nice cover area, such as the elevated areas
around the wall, and take out the enemies from here.
After clearing the upper area, the door at the far side will open. Kill the
few enemies that come out, then walk inside the new room. There will be
another autosave station, and there will also be an electric fence to the
right. You should STAY BACK and wait for all the charging psychos to come
into few before killing them.
When you've cleared them, head further inside this stronghold. You'll come
across a few more rooms, a stream of sorts, and then jail cells, before you
finally find Roland. You can just run through all this and bypass the enemies
if you want -- when you get to Roland the cutscene rolls, all the enemies
will disappear. You will also miss some XP at the same time, though.
After the Roland cutscene, get inside that cell and go out the hole that the
robot made. Destroy all the robots in this room while running after Roland's
capture. Head to the next area when you get passed this first room -- it's
the Bloodshot Ramparts.
Bloodshot Ramparts
------------------
This is really just the top of the dam. As you will see from the initial
cutscene, Roland is being hall'd away. And, as you may have guessed, you have
to fight all the way to him. The bridge is absolutely full of times -- just
take your time and use the various buildings as cover, and you should be
fine.
There will be GUN Loaders, some comet explosives, and quite a few normal
enemies to deal with. Thankfully, however, even though the dam is one big
area, it has several buildings (that you can't really go inside) that in
essence chop up the area a little. Just go slow, kill all you can, and make
your way to Roland.
The way to Roland is rather self-explanatory -- just go in the direction the
robot's taking him. This will require going around a few buildings, across a
makeshift plank bridge, up a ramp by the wall, and over to a large area, with
a statue of a guy wielding at least two guns. And Roland, held in a shield
above the robot boss.
Boss: W4R-D3N
-------------
This robot has a ton of health and the help of lots of GUN Loaders. The
'loaders, like the others, are kinda really suicidal, so watch out for them,
because you don't want them to explode into you! For the robot itself, it
definitely helps if you have some kind of high-powered weapon. The boss is
something of a damage sponge, so you may be required to swap to a few weapons
before you full deplete its health.
After defeating the robot, Roland drops down and the two of you now have to
face on an armada of GUN Loaders. Stay near Roland and kill them as you've
done before. They obviously will spawn a little faster, but they are all you
have to worry about.
Once you've defeated the 'loaders, turn in the quest to Roland.
=============================================================================
-----------------------------------------------------------------------------
Chapter 9: A Train to Catch
-----------------------------------------------------------------------------
=============================================================================
First, you need to head back to Sanctuary to meet Roland. He's in the HQ, on
the balcony, talking to Lilith. Before we head out to Tundra Express, you
should have a Fire weapon -- it is required to trigger a part of the mission.
You can buy one here if you don't already have one.
Now head to Tundra Express. Fast travel to the closest area to it that you
have (probably Three Horns) and then head on over to the area proper. Once in
the 'Tundra, walk down the path and you'll find the Varkid Ranch. Here, you
must "ignite" three Varkids to get the attention of Roland's spy.
To do this, switch to your Fire weapon and blast away at the Varkids. When
you've lit up three, there is a cutscene that introduces Mordecai. The
objective then changes to meeting Tina, who is Roland's other friend. Tina's
waypoint pops up, but it's across the map. You'll have to fight your way
through Nomads and Goliath's to get there; or, if you want, you can just run
right to her.
Her Workshop is in a cavern of sorts. After her cool introductory cutscene,
follow her around the workshop a bit. Then, you'll have to find her
"badonkadonks." There are two of them, and they are both on this map, near
the train tracks.
Again, you'll need to fight your way to them. First, you'll have to go
through a big train station that's full of enemies. Just stay on the
outskirts, conservatively clearing them out, and use the environment objects
to your advantage.
Of the two badonkadonks, the easier one to get is simply on a table, by a
house, near the train tracks. You can simply grab that one straight away. The
harder one is inside an enemy area; you'll need to clear the area, then run
up to the badonkadonk, which is on a table by an upper-level building, and
then leave. You can, if you want, try to circumvent all these enemies, and
just run passed them. I only recommend doing this if you're getting tired of
these types of combat situations, and if you've done a lot of sidequests up
until now.
When you have both badonkadonks, return to Tina. Let her do her work on the
badonkadonks, which she turns into "damsels." Take them, then head off to the
next waypoint. This is the place where you need to set up the damsels. But
first, you'll want to clear the area around it; the enemies here spawn out of
the buildings. A good cover strategy is to hop up on a rooftop and strafe
backwards and forwards for cover.
With the area clear, set up the damsels on the rooftop of the building. Watch
the fireworks, then head up the newly-created ramp, just under the train. In
this new area, you need to find the fortified train car. What this means is
traversing through a pretty narrow canyon, defeating enemies, until you reach
the end.
There are tons of GUN Loaders in this area; you should dispose of them like
you have in the past -- stay back and shoot from a distance. Soon, you'll
have a drop-down and reach the Terminus Plateau. The autosave terminal should
give you a hint: a boss is here.
Boss Fight: Wilhelm
-------------------
The key to this fight is simple: destroy the shield surveyors. These little
flying planes in the air will regenerate Wilhelm. If you do not destroy them,
you will not defeat him very easily. It's as simple as that. So, you should
first target the flying surveyors, all the while staying far away from
Wilhelm.
These surveyors do not have much health and go down relatively easily with a
high damage gun. When you've defeated all the ones in the air, get to work on
Wilhelm -- but you should still watch out for any flying surveyors, because
all your damage on Wilhelm will be for nothing if you let one heal him.
As for Wilhelm himself, he's not too terribly difficult. Without the
surveyors, he's not unstoppable. The best thing you can do is stay back --
stay far away from him while you damage him. He has high-damage attacks,
including an AoE spin attack, if you get too close. These attacks have the
potential to knock your shield right out.
So, here's a summary: stay back, destroy the flying surveyors, continue to
stay back, and shoot down Wilhelm.
After the fight, pick up the power core, then fast travel back to Sanctuary.
At Sanctuary, turn in the quest at the power core tower, near the gate, and
then pick up the next quest, "Rising Action."
=============================================================================
-----------------------------------------------------------------------------
Chapter 9: Rising Action
-----------------------------------------------------------------------------
=============================================================================
This quest starts out innocuous enough: remove the power core, which is in
the machine right next to Lt. Davis. And with it removed, put in the new one
that you just received from the last quest. After that, all hell seems to
break loose, and you need to head to the center of town.
So head on over to the center of Sanctuary and talk to Scooter. You'll need
to Cycle the ignition primers now, which basically means going to each primer
and pressing the action button. They are on the sides of the town's center
'circle. I would say square, but it's really a circle! :)
With all of them 'primed, head to the HQ and go up to the second floor.
You'll find Roland on the ground; ignore him and grab the Eridium. With the
Eridium in hand, run back to the center of town and give them to Lilith, who
is doing her magic on the engine.
Without revealing too many spoilers, you'll warp out. Leave Sanctuary via the
entrance gate, and your next objective is to head to The Fridge. Grab a
vehicle and drive on over to the waypoint, which is -- you guessed it! -- the
entrance to the Fridge. At the gate, you'll be able to turn in the quest
Rising Action and receive the next story quest.
=============================================================================
-----------------------------------------------------------------------------
Chapter 10: Bright Lights, Flying City
-----------------------------------------------------------------------------
=============================================================================
When you enter the new area, you'll see why it's called "The Fridge." The
place is positively cold! Use the vending machines if you want, then head
further into the area. Skip the door to Fink's Slaughter House, and instead
opt for the door on the higher level. You'll need to rotate a lever to open
the door, but it's right near the door, so no problem! :)
This is the Frigid Cleft. There are a lot of Tunnel Rats in this area. These
enemies are not very difficult; defeat the ones that have guns before taking
on the ones that slowly walk to you. This is because the slow ones can't
damage you unless you're in melee range, and they are very slow, so melee
range should be a non-issue.
This area also has flying bats, which are something of a hindrance. Just stay
back, clearing out all the enemies, then head further into this Fridge. Soon,
you'll reach Icemaw Grotto, which is home to a gigantic enemy, Crystalisks,
which you can skip if you want. These enemies have high health, so it'd be
best to use, say, a rocket launcher to kill them.
You can just past them by staying to the left. Enter through the large gate,
then pull the lever to go down the lift. Down here, use the vendors if you
want, then head to the Highlands! This area is much less cold; it even has a
river. Be sure to grab the fast-travel near the vending machines here. Or, at
least, try to, but you're given some pretty bad news about fast-traveling, at
least for now.
Now you must go to an extraction plant. This is on the other side of the map,
and I advise avoiding the small building area with all the enemies. When you
reach the plant, you'll see that you need to somehow cross a "waterway." But
first, you'll want to clear the area before the waterway.
Head to the left, and run up to the bridge. Unfortunately, the darn thing
explodes and bridge becomes a non-option. So, you'll need to find another
way. Run back toward the beginning of the plant. There are some stairs near
the waterway; go up them and you'll find a tram to get you across. But be
sure to clear enemies before taking it, because they will fire at you while
you are on the tram, and the tram goes oh so slow.
On the other side, head over to the gate and some GUN Loaders will come out
of the door in front of you, as well as a "Constructor." This guy shoots
rockets that can really hurt you. I recommend switching to a rocket launcher
weapon and taking it down. The Constructor doesn't do much moving, so just
make some direct contact with your launcher.
With that enemy out of the way, enter the area inside the gate. The beacon is
located here, but you might first want to loot the crates before it to stock
up on ammo. Then, head on over to the lunar supply beacon. Unfortunately,
it's guarded by a Gluttonous Thresher.
This guy can be tough if you do not have a high-powered weapon. The thresher
has a shield and moves rather fast. The key is to head back to the 'gate,
while firing at him, and fight him at the gate. With the thresher defeated,
head toward the waypoint and enter the new area.
Grab a vehicle at the station, then drive to the waypoint. It's a long drive;
look on your map to get an idea of the location, then stick to the roads.
When you get to the Overlook, be sure to stock up on ammo before you deploy
the beacon.
When it's deployed, you'll have to defend the beacon. Only, Jack sends down
tons of GUN Loaders to destroy it, and you. These are just like normal GUN
Loaders, only they fall from the sky pretty steadily, so you'll need a lot of
ammo to defeat them.
You shouldn't stay near the beacon in the beginning; head around the area and
wipe out the GUN Loaders. There will be a few that spawn near the back of the
beacon, so be sure to double-back and destroy them. And of course, after a
bit, the GUN Loaders become suicidal. When (and it most likely will, on your
first playthrough) the beacon gets destroyed, you can repair it and continue
your great defense of the beacon.
The best approach is to take out the GUN Loaders who pose the most threat to
the beacon. This means that, as the fight progresses, you'll want to stay
nearer and nearer to it. And, of course, a Constructor comes out to play as
well, so swap to your rocket launcher and blow it up.
This battle can be somewhat frustrating if you do not defend close to the
beacon as the battle progresses. Your health also might become an issue, so
try to cover on the side of the building, or by using the top of the
building.
After the defense, you can use Fast Travel again, so head back (or is it not
back?) to the Sanctuary and talk to your 'friends. And by friends, I guess we
mean Roland and Lilith. Talk to Roland to turn in the quest. :)
=============================================================================
-----------------------------------------------------------------------------
Chapter 11: Wildlife Preservation
-----------------------------------------------------------------------------
=============================================================================
Well, it appears you have to head to a zoo of enemies -- err, the "Wildlife
Exploitation Preservation." Fast travel to the nearest location in the
Highlands, then drive to it. When you enter, the objective changes to finding
Mordecai, who was that crazy bird guy that helped you before the train.
First, though, you'll need to clear all the weird enemies up the path to him.
The Stalkers pose particularly threat, if only because they move so freakily.
But Roland is up the hill; you'll need to go up the path, which circles
around the hill, to meet Mordecai. He's at the properly named "Casa de
Mordecai." :)
Mordecai will give you some help, but you're very much on your own here. As
you near the entrance to the Preservation, you'll have to defeat some hordes
of GUN Loaders, and then try to open the gate. The objective then changes to
wounding three loaders, so stick behind the debris and walls while you take
them down.
With that done, the gate opens, allowing you to progress into the shipping
yard. And if you thought the entrance area before was tough, this area can be
even tougher. Your best bet is to use the various crates and buildings as
cover. There are TONS of enemies.
You can even just run past them and into the Preservation proper. Jump down
from the bridge and head over to the open building with the blood. You can
then shoot down any straggles by using this building as a choke point. Head
further into the preservation and press the button at the door to open it.
Run inside!
In the inner sanctum of the preservation, you can kill any enemies pursuing
you rather easily because the first part is a long, narrow hall. There is
also a vendor here, so if you're low on health or ammo, this is the place to
restock and refuel.
Head further into the area -- you'll reach this large room with windows on
the top. Defeat the stalkers here, then run up the makeshift cement ramp and
into a much larger area. Loaders will fall from the sky, but they pose the
same amount of threat as the previous ones you've faced, only they are a
higher level.
Destroy all the 'loaders, and a Badass Loader comes out of the gate that you
need to go through. Defeat it, then head inside. You'll reach Specimen
Maintenance; now you need to find and rescue Bloodwing. Head down the hall,
press the button to open the door, and take a look at Bloodwing's bloody
wings on the ground.
Head back in the specimen area; and of course, Jack lets loose all the
specimens, so you should find a nice, long hall and defeat them there. Then
head into the area through the door, hop down onto the ground with the river,
and follow the path to some stairs. Up them, follow the walkway as it veers
down to a new area. Walk over to the door; it will open, so be ready to face
some enemies.
Inside now, head down the hall and kill all the enemies in the room full of
crates. The best strategy is to stay near the corner hall before the crate
room and shoot at them from there. With the area clear, head further inside
-- you'll undoubtedly find more engineers and loaders, so be careful!
But your goal is to get to the elevator in the center of this area. Get on
and push the button to descend to the Observation Wing. There will be a small
cutscene, and then you'll have to face a new and improved Bloodwing. This
Bloodwing changes elements through the fight.
Basically, do not fire a weapon of the same element at her when she's that
element. She will also do some serious element damage of her current type.
Basically, though, Bloodwing just flies around, letting you shoot her. She
will try to swoop in and hurt you wth her claws, but you can pretty easily
dodge her.
When you defeat Bloodwing, grab the upgrade from her collar. After the
horrific happens, your next job is to get back to Claptrap. He's all the way
back at Sanctuary, hanging out in his junkyard -- err, area -- so give him
the upgrade, then return to Roland to complete the quest.
=============================================================================
-----------------------------------------------------------------------------
Chapter 12: The Once and Future Slab
-----------------------------------------------------------------------------
=============================================================================
Before leaving Sanctuary, you should restock on supplies and take a look at
the vendors to see if there are any substantial upgrades available that you
can buy. This is also a good time to use the Eridium you've accumulated to
buy more ammo capacity for your favorite gun, or to add to inventory space,
or what have you.
After restocking, you need to head to Thousand Cuts. You've already ventured
near here, so simply fast travel to the closest waypoint and head on over.
And as you will, before you can deliver the note, you'll have to fight your
way through several enemies.
The best thing to do, right when you enter and enemies start attacking, is to
retreat back out through the gate and attack them near this position. This
way, they'll all be forced to go through the gate before they can damage you.
The Goliaths are particularly troublesome, but this strategy makes it so
every enemy is front of you, giving you adequate time to defeat them.
At Thousand Cuts, you'll have to head north and over to a bridge, which is
where the waypoint is located. But don't think that you just have to deliver
the waypoint at the makeshift bridge, as it quickly updates so you'll have to
traverse further north in this area.
Across the makeshift bridge, there will be a wave of enemies awaiting. You
can fight them from the close corridors on the bridge, or take them out in
the area proper, or even just run past them. But whatever way you choose,
you'll end up on the Broke Face Bridge. Cross it, then head over to the
waypoint, which is behind a gate that you can't open.
There are stairs near this closed gate; go up them, then drop down into the
Buzzard Factory. This is something of a mini-boss fight where you'll have to
face multiple waves of enemies -- in the game's words, survive an initiation.
The best bet is to go up the stairs to your immediate right and fight them
from this vantage point. There are Psychos that come running toward you, some
Goliaths, and also some Marauders with guns. But they seem to have issues
damaging you from this upper level on the right.
You'll also have to fight a "Hulking Mass of Destruction." It's very similar
to a Goliath in that it will charge at you, and can only hurt you from melee
range. So, make sure you always stay far away while you fire at it; you'll
probably have to back strafe across the room a few times before you defeat
it.
After surviving the initiation, you'll meet Brick, the Slab King, and
automatically deliver the note to him. The objective changes to simply
following Brick, so get to that following. First, though, you should loot all
the containers in this room to replenish your ammo.
Follow Brick outside -- you'll then need to destroy three mortar beacons.
But, mainly, just follow Brick -- he's the waypoint here. Use him as a tank
while you destroy all of the loaders outside the factory. Continue to follow
him, back through the area you just cleared of his men, and destroy the
loaders with him.
The key is to use Brick as a tank. This makes the fights extremely easy,
because you basically have no fear of being damaged. So, follow Brick, let
him tank, and destroy those three beacons. Brick even wallops on them with
his fists, to make sure that you're targeting them. :)
After destroying the three beacons, talk to Brick, then fast travel back to
Sanctuary. Head to HQ and turn in the quest by talking to Roland. This starts
the next quest, The Man Who Would Be Jack... :)
=============================================================================
-----------------------------------------------------------------------------
Chapter 13: The Man Who Would Be Jack
-----------------------------------------------------------------------------
=============================================================================
You need to go to a place called "Opportunity," which is really just a city
full of Jack propaganda. When you arrive, you'll need to kill Jack's double,
which is really strange, because normally you don't want to kill the
double! :)
This area is full of Loaders and engineers. Make your way to the waypoint
while killing these enemies. You can also just sneak, or run, past them.
Jack's Double is in a plaza of sorts. I advise switching to a sniper rifle
and shooting at him from far away. He'll move around the map if you don't
down him quickly, so whip out a high-powered sniper and take him down.
You can also charge him, swap to a rocket launcher, and quickly take him out
that way. The double is usually strafing toward something, making his pathing
predictable, so you will be able to fire the slow rockets and hit him rather
easily.
After defeating him, you'll need to find some info kiosk. At this point, I
don't even bother fighting the respawning hordes of enemies, and instead just
run straight to the kiosk. When you turn the kiosk on, the objective changes
again: this time, you'll need to find four more voice samples.
Each voice sample is at the info kiosks, which are located through
Opportunity. Again, the least frustrating way to go about this is to simply
run to each kiosk and get the voice sample, enemies be damned. Opportunity
isn't that large. It's multi-level, but the waypoints make it very clear as
to where the kiosks are located.
After that, you'll need to upload the samples to Angel. This part is kinda
tricky -- you might have some trouble finding the upload location because
it's on the lower part of Opportunity, inside the inner structure of the
city. Just find an entrance to this area by looking on the lower-level while
near the waypoint, and then head through the halls to the upload room.
From there, you simply need to turn in the quest. This requires going back to
the entrance of Opportunity and fast traveling to Sanctuary, then talking to
Roland to learn the skinny on your next mission.
=============================================================================
-----------------------------------------------------------------------------
Chapter 14: Where Angels Fear to Tread
-----------------------------------------------------------------------------
=============================================================================
To start, you'll need to convince the domesticated Claptrap to help. This
might seem hard, but agrees, basically just on the principle that you're his
minion. With that out of the way, head back to Thousand Cuts and meet
claptrap. This area is again populated with new enemies, so use the same
fighting strategies to work your way to Claptrap. You go left instead of
right at the entrance to thousand cuts, but the terrain is much of the same
as before.
Claptrap will be writing love notes on a wall. Talk to him, then follow him
to the red gate. Claptrap can go through it undamaged, but if you try, you'll
die. So wait for him to open it, and head on through with him. He'll lower a
gate for you, then run away. Ha.
You'll first want to destroy the turret to the left, then take on the loaders
that fall from the sky. Follow the road to the gate. You'll need to destroy
the Constructer to open the gate, so whip out your rocket launcher, destroy
the HP sponge, and head through the gate.
Follow the road as it twists around. Just like before, you'll have to deal
with explosions, but they will again show as red circles before the explosion
occurs. So, avoid the red circles, and head to the next gate. Here, destroy
the two turrets on the walls, to each side of the gate, and it will open.
You'll want to stand back and have some sort of splash weapon so you can
quickly take down the charging enemies. Inside the gate, you'll be at the
Control Core Supply Depot. This is a three level area. On the first level,
the stairs are on the right; on the second level, on the left, and on the
third, in the middle. To open the gate here, you'll need to destroy the huge
Badass Constructer on the third floor. Just whip out your trusty rocket
launcher, if you have any ammo, and get to work. If you don't have any ammo,
a shotgun works well because all of the scatter will hit the Constructer.
With the gate open, ascend the stairs and kill the humanoids at the top. Head
toward the bridge in front of you and cross it to reach The Bunker.
The Bunker
----------
Head up to the top of the bunker. You'll be fighting here for a little while,
so observe the layout of the area and the cover options -- the best cover
options are the crates around the top, and by going down to the beginning of
the area.
First, you'll need to destroy the auto cannon. It's on the top, in center of
the center platform. Unfortunately, more auto cannons pop up, and you'll have
to destroy eleven now. Not ten, but eleven! They pop up on this platform and
on the ring around the bunker. Some are also mounted on walls, so be sure to
look up if you don't see them at their respective waypoints!
When you defeat the turrets, we have an annoying and long boss fight against
the REAL bunker, BNK-3R
Boss Fight: BNK-3R
------------------
This can be a really, really long if you don't have a high damage weapon. The
BNK-3R is one of those HP sponges that Destiny is now famous for. But, the
'bunk also has a few tricks up its sleeve.
First, it has auto cannons of its own. So, you should destroy THOSE when they
pop up on the bunker. You're even nagged to do it by your friends.
Second, the bunker will fire down mortar, which basically explodes the parts
of the area where it drops. Stay away from the red spots.
Third, the bunker will fly around a lot. When it's off in the distance, I
wasn't able to damage it at all, even with a sniper. So, you should
definitely switch to destroying the loaders around the area when the bunker
is far away.
Finally, the bunker will reveal even more guns on its hull when you lower its
health.
So, for this fight, you want to stand near the edge and fire at it. Destroy
the cannons first, then just fire at the darn HP sponge. After some abuse, it
will fly over you, and around, and then drop some mortar, and then you'll
have to repeat the process.
Open Security Door
------------------
After defeating the real bunker, head down a level -- to around where you
first entered this part of the area -- and go inside the little alcove with
the waypoint. You'll be scanned; then say the password; and then you'll be
let inside.
Steal Vault Key
---------------
Through the security door, press the button in the center of the lift to
descend. At the bottom, enter the new area right in front of you -- the
Control Core Angel.
Control Core Angel
------------------
Go down the hall, then press the button. There will be a very spoilerific
cutscene, and the door in front of you will open, revealing a big room that
has Angel in the middle and a ton of Jack monitors on the walls.
First, you must destroy the Eridium injectors. These are the pipes that lead
to Angel's cell. The pipes are on the ceiling. When you try to shoot at them,
Jack puts up a shield around them. Oh, great!
Jack then spawns some of his henchman. Take them down before they have time
to react and set up. After that, some electric generators will pop up around
the room. These things will obviously shock you if you get too close, so
destroy them while staying away from them.
More enemies spawn, and then the turrets over Angel become activated. Unlike
the pipes, the turrets aren't shielded, so just blow them up.
Roland arrives and starts to unwire the shields. But while he's deactivating
them, you'll have to face even more enemies, just like before. And when he
does deactivate the shield, it's just ONE shield. Quickly blow up the
injector so you can get started on the second.
But before Roland can get started on the second, you'll need to clear the
area with him. This involves more of the same thing as before. And when
Roland gets back up, and walks over to the second generator, you have to
repeat the same process as the first -- destroy all the robots. When you've
cleared them, you're free to destroy the second injector.
It's also worth noting that the turrets respond each time, so don't be
alarmed by their sudden reappearance.
On the third injector, Lilith arrives and helps a little -- she warps Roland
up to the injector. And again, you'll have to clear the respawning enemies
while Roland takes out the shield. When he does, destroy it, then talk to
Roland to complete this part of the mission.
=============================================================================
-----------------------------------------------------------------------------
Chapter 15: Where Angels Fear to Tread (Part 2)
-----------------------------------------------------------------------------
=============================================================================
After the spoilerific cutscenes, follow the storage rooms (lol) to the fast
travel that will bring you back to Sanctuary. From here, head out of Marcus'
backroom (lol!) and head over to HQ. Talk to Mordecai on the second floor to
turn in this very short quest.
=============================================================================
-----------------------------------------------------------------------------
Chapter 16: Toil and Trouble
-----------------------------------------------------------------------------
=============================================================================
Fast travel to The Dust and grab a vehicle. Ride west of the 'garage, toward
the waypoint on the other side of the map. This will lead to the Eridium
Blight, which is very aptly named. Follow the road and enter through the gate
on your right.
Continue following the right down to the waypoint. The security system
starts, meaning you can't go this way for now. Instead, head back around and
go up the hill, then cross the bridge. From here, follow the path to Sawtooth
Cauldron.
Sawtooth Cauldron
-----------------
If you're good on experience -- meaning that the enemies are a little below
your level -- then you can circumvent the entire area by dropping down from
the entrance and going into the grotto.
Probably, though, you'll want the experience, so fight your way down the hill
into the small town area with buildings. Clear the waves of enemies, then
enter the Grotto proper.
Smoking Guano Grotto
--------------------
In here, you'll want to stick to the right. Follow the right walkways to the
waypoint, which is an elevator. Press the button and you'll be ambushed by,
well, Ambush Commanders. You simply need to kill the four commanders. One is
behind you; it will spawn from the building. And the other three are more
toward where you entered the grotto.
When you've killed them, head up the stairs to reach Main Street Reservoir.
Main Street Reservoir
---------------------
Drop down the ground level, then head southeast. You'll loop around the area
toward the waypoint. When the new waypoint pops up, you'll have to fight your
way through the enemies around Cramfist's Foundry.
Cramfist's Foundry
------------------
The most problematic enemy in this area are the turrets, so destroy them
first. Clear the area, then head up the stairs and pull the lever behind at
the waypoint. This will bring up Boombringer. Basically, for the easiest
victory, you want to destroy it before it even gets off the ground. So,
prepare by getting out a rocket launcher, and the first moment it appears,
start blasting it away.
After destroying Boombringer, head back to the Grotto (you do not have to
backtrack; there is an opening around here that drops you back down) and go
to the elevator. Mortar spawns at the elevator, so kill him, then ride the
elevator up to the Buzzard Nest.
The Buzzard Nest
----------------
You must destroy the buzzards, but first, you should clear all the enemies on
the ground. After that, shoot down the buzzards with a rifle -- they'll fly
right over you, even though they see you shooting them down. After that, you
need to steal four crates, so run around the area and tag them for Brick's
boys.
After tagging them all, follow Brick's orders -- jump off the tower in the
direction of the waypoint. It's not only badass, but also super fast!
Head to Arid Nexus
------------------
Grab a vehicle and head to place that you couldn't enter before because of
the security system. And because of what you just did, you'll now be able to
cross the bridge and enter the Arid Nexus. Press the button near here to turn
in the quest.
=============================================================================
-----------------------------------------------------------------------------
Chapter 17: Data Mining
-----------------------------------------------------------------------------
=============================================================================
Get back in your vehicle and drive over to the waypoint. It's a pipeline, and
the objective quickly changes to finding the pumping station. Hop back in
your vehicle and drive over. Here, you'll need to overload two pumps. They
are both in the building -- simply interact with them to overload the pumps.
With the pumps overloaded, head to the nearest waypoint and press the button
to lower the lift. Down here, follow the corridors to a large room with more
pumps. Interact with the levers on the sides of the pumps to overload this
pump station also.
With both pump stations overloaded, head back to the lift and ascend back to
the ground. Hop back on your vehicle and drive over to the waypoint, which is
the third pump station. This station is very similar to the first, as it's
just a building above ground. Rotate the two levers on the sides of the
pumps, and you'll overload the last pump.
Get back in your vehicle and use the debris near the pipeline as a ramp to
ram into the pipeline. With the pipeline now open, get inside it and follow
the pipe into a new area. Here, climb the ladder to reach outside again.
Clear the area here, then go to the waypoint to reach more Badlands.
Fyrestone
---------
Follow the road up to Fyrestone. Get on the left part of the area, and head
toward the waypoint. When you get there, you'll have to defeat Saturn, who is
just a big robot. He starts off on the overpass above you. And again, as with
any big robot, you'll want to use something high-powered like a rocket
launcher to quickly defeat it.
Use the stockade elevator -- which is more like a lift -- to get up on the
overpass. Follow this road over to the big tower. Jack starts to rain hell
down on you again, so defeat all the loaders and the Constructer before you
go inside.
Hyperion Info Stockade
----------------------
Keep going up levels until you reach the data terminal. Activate it, then
wait for the Warrior Data to download. After that, jump out of the top of the
tower, back to the ground, and run over to the entrance to this area. Fast
travel back to Sanctuary and talk to Mordecai to turn in the quest.
=============================================================================
-----------------------------------------------------------------------------
Chapter 18: Talon of God
-----------------------------------------------------------------------------
=============================================================================
First, talk to all the marked people in Sanctuary. They are scattered about
the city, and all have items and words of wisdom about ending all this. And
remember to talk to Claptrap last! After talking to them all, fast travel
back to Eridium Blight. Grab a vehicle and drive toward the waypoint. This is
where you meet Claptrap, your trusty overlord, who will go to open the door.
After Claptrap's failed attempt to open the door, you'll have to defend him
while he tries to open it. Stick behind one of the walls and take down all of
the loaders that spawn around Claptrap.
Claptrap tries to open the door again, but it just makes things worse as
you'll have to destroy two auto cannons and even more robots. Soon, though,
Claptraps yelling will open the door, allowing you to (finally) enter.
Unfortunately, we encounter the worst boss in this game: stairs. And these
stairs defeat poor Claptrap, for he won't be able to continue with you. This
is a really big blow, as he was killing all the enemies up to this point in
the game...
Up the stairs, follow the road to the waypoint. You'll have to kill some
powerful enemies, so go slowly and use the walls and corners as cover. Brick
comes to help; follow him as you two push to Jack. And just as before, try to
use him as a tank as much as possible.
Destroy the auto cannons at the gate first, as they are a high priority.
Brick will be able to do a little tanking with the enemies while you are
taking out the turrets. After that, even more loaders rain from the ground.
It's actually best to use the little storage container as cover while this
happens, then use some AoE firepower to quickly destroy them.
When the yellow barrier finally disappears, head on through to reach Drift
Mouth Access.
Drift Mouth Access
------------------
Follow the roads south and head Brick's advice -- "just go!" Seriously, run
past the loaders and enter the final area...
Vault of the Warrior
--------------------
Follow the linear cavern ways and cross the catwalk. Press the button to
lower the lift, then cross the little bridge. To your left, you'll see some
vending machines. I HIGHLY suggest stocking up on ammo and basically
everything, as this is the last fight in the game. Walk down to Jack and get
ready to face, well, Jack...
Boss Fight: Handsome Jack
-------------------------
There are only a few things not straightforward in this fight: (1) Jack has
body doubles; and (2) Jack has Shield Surveyors. You'll want to ignore the
doubles and kill these Shield Surveyors so they don't regenerate Jack.
So, body doubles forget, shield surveyors kill, got it? Good!
The fight plays out pretty normally after you learn that there are doubles,
that they don't do much, and that there are shield surveyors, and that they
DO do much.
Simply shoot at Jack -- the real Jack -- and he will go down fast, depending
on the damage of your weapon. And be sure to kill the shield surveyors when
you see them. Finally, if you happen to get downed, simply kill one of the
body doubles to get right back up and continue fighting.
After Jack, you have to face The Warrior.
Boss Fight: The Warrior
-----------------------
That huge dragon thing -- yeah, you gotta kill it. Mainly, it's just one big
HP sponge, but you also have to deal with a few other things. Namely, the
lava and the spawning Crystalisks. For the former, be sure to get to the high
ground -- as you are urged by Lilith -- when the lava starts to rise.
For the latter, simply move away from the Crystalisks. Just like the doubles,
they make decent second wind material.
As far as The Warrior himself, the key is to shoot at his chest. It has a
defensive coat, but when you destroy the coat, he'll be open to critical hits
in that area. So, open up his chest, and get to firing.
If you run low on ammo or health, both are in plentiful supply around the
area. Just be sure to not go get it when the lava's rising.
And that's it for The Warrior. Avoid the lava, shoot at its chest, then fire
critical hit shots at its chest.
After the battle, you have the choice of what to do with Jack, and then you
get the phat loot. You have a high chance of getting a legendary on your
first try, so cross your fingers and hope the RNG gods are kind to you
today. :)
Congratulations on beating Borderlands 2! :)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
=============================================================================
-----------------------------------------------------------------------------
3. Bosses
-----------------------------------------------------------------------------
=============================================================================
Bosses are listed in chronological order.
-------------------
o------------------------------- Boss Battle -----------------------------o
| ------------------- |
| |
| Boss: Knuckle Dragger |
| Level: 1 |
| Difficulty: Easy |
| General Strategy: He's not all that tough, really. He'll start by |
| throwing some rocks at you and then he'll leap over to |
| you. After a little bit, he decides to jump up on the |
| canyon wall while he watches a few of the little |
| Bullymongs go after you. He'll then jump down again and|
| repeat what he's just done. You can easily dodge or |
| shoot the rocks that he throws, and you can run out of |
| the way when he leaps for you. In both instances, you |
| should also be able to get a lot of shots on him. When |
| he jumps up onto the canyon wall, you can switch to the|
| Sniper Rifle and get a few shots in before you take |
| care of the little Bullymongs. Finally, when he jumps |
| back down, continue firing bullets into him, and he |
| should go down quickly. After the fight, you level up. |
| |
o---------------------------------------------------------------------------o
-------------------
o------------------------------- Boss Battle -----------------------------o
| ------------------- |
| |
| Boss: Boom and Bewm |
| Level: 6 |
| Difficulty: Medium |
| General Strategy: This can be a tough fight if you do not use the cover |
| correctly. Boom gets on a tank and starts firing |
| explosive rounds at you; these hurt a lot and they can |
| also push you backward. While Boom is firing away, |
| Bewm flies around in a jet pack, occasionally landing |
| and using his shotgun on you at close range. In |
| addition, two Psychos charge you every now and then, |
| and they respawn endlessly. As far as strategy, you |
| must use the cover in the center of the area - that |
| little half-building structure with a red stripe. |
| It's also where Claptrap cowers in cover. If you're |
| behind this structure, Boom can't hit you with the |
| tank, and all you'll have to worry about is Bewm. |
| With this in mind, stay a little bit behind this |
| structure, and wait for Bewm to jet pack over to |
| you. You can fire at him while he's descending and |
| take out a lot of his health outright. When he lands, |
| you must run a safe distance away, or he'll do some |
| heavy damage with his shotgun. Luckily, his shotgun |
| is very inaccurate when he's not at melee range. After |
| you've damaged some of his health, he'll fly in the air|
| and land off in the distance. If you can still see |
| him, switch to your sniper and get a few shots in on |
| him. After a little bit, he'll fly back over and |
| you're left with the same strategy as before. Just |
| remember to stay behind the cover, or Boom will get |
| in a big shot on you. When you've killed Bewm, waste |
| any of the charging Psychos, then switch to your |
| sniper rifle. Peak in and out of cover as you head |
| shot Boom in his tank. It takes him a while to move |
| the tank in the proper direction, so use this to your |
| advantage by alternating back and forth. When you've |
| taken out his health, he'll jet pack out of the tank |
| and you're left to fight him one more time. He's very |
| similar to Bewm now, but instead he loves to throw |
| grenades at you while he flies around. It's best to |
| be constantly moving around the area so you don't get |
| hit by an explosion. In addition, two Psychos should |
| be on the loose again. Even though they respawn when |
| you kill them, I recommend you dispose of them before |
| attacking Boom. This is because Boom has good armor |
| and body shots won't cut it against him. Instead, you |
| should switch to your sniper and fire at his head. |
| The head shots do around twenty times more damage |
| than the body shots! After a few head shots, he'll |
| fall to the ground and the battle will end. |
| |
o---------------------------------------------------------------------------o
-------------------
o------------------------------- Boss Battle -----------------------------o
| ------------------- |
| |
| Boss: Captain Flynt |
| Level: 6 |
| Difficulty: Medium |
| General Strategy: This is definitely an interesting fight. The vents on|
| the floor on the deck emit flames every now and then, |
| so don't stand on them unless you have a death wish. |
| There are also respawning Psychos and Marauders in the |
| area that you should, as a whole, ignore because they |
| just respawn. |
| Captain Flynt himself starts on his throne at the end|
| of the deck. Whip out your sniper rifle and start |
| blasting away at him. It's difficult, but you CAN get |
| a head shot on him. If you do, it'll take away a large |
| chunk of his health. Use the building to the right as |
| cover while you fire at him. |
| When you've taken away about a third of his health, |
| Captain Flynt jumps down to the deck. This is when the |
| vents get set ablaze, so don't stand on them. They |
| also make it difficult to see Flynt and any charging |
| Psychos. |
| Get in the very back of the deck and fire away at |
| Flynt, either with a sniper rifle or an assault rifle. |
| Soon he'll make a giant leap to your position - run out|
| of the way or you'll get pushed back. While he's |
| turning to your direction, circle strafe around him |
| while firing away. You should always be a safe distance|
| away from him and definitely out of melee range. |
| He's not all that tough - after a few clips of an |
| assault rifle or machine gun, he should go down. After |
| the fight, collect the blue weapon that Flynt drops and|
| clear the area of the remaining Marauders and Psychos. |
| |
o---------------------------------------------------------------------------o
Boss: W4R-D3N
-------------
This robot has a ton of health and the help of lots of GUN Loaders. The
'loaders, like the others, are kinda really suicidal, so watch out for them,
because you don't want them to explode into you! For the robot itself, it
definitely helps if you have some kind of high-powered weapon. The boss is
something of a damage sponge, so you may be required to swap to a few weapons
before you full deplete its health.
Boss Fight: Wilhelm
-------------------
The key to this fight is simple: destroy the shield surveyors. These little
flying planes in the air will regenerate Wilhelm. If you do not destroy them,
you will not defeat him very easily. It's as simple as that. So, you should
first target the flying surveyors, all the while staying far away from
Wilhelm.
These surveyors do not have much health and go down relatively easily with a
high damage gun. When you've defeated all the ones in the air, get to work on
Wilhelm -- but you should still watch out for any flying surveyors, because
all your damage on Wilhelm will be for nothing if you let one heal him.
As for Wilhelm himself, he's not too terribly difficult. Without the
surveyors, he's not unstoppable. The best thing you can do is stay back --
stay far away from him while you damage him. He has high-damage attacks,
including an AoE spin attack, if you get too close. These attacks have the
potential to knock your shield right out.
So, here's a summary: stay back, destroy the flying surveyors, continue to
stay back, and shoot down Wilhelm.
Boss Fight: BNK-3R
------------------
This can be a really, really long if you don't have a high damage weapon. The
BNK-3R is one of those HP sponges that Destiny is now famous for. But, the
'bunk also has a few tricks up its sleeve.
First, it has auto cannons of its own. So, you should destroy THOSE when they
pop up on the bunker. You're even nagged to do it by your friends.
Second, the bunker will fire down mortar, which basically explodes the parts
of the area where it drops. Stay away from the red spots.
Third, the bunker will fly around a lot. When it's off in the distance, I
wasn't able to damage it at all, even with a sniper. So, you should
definitely switch to destroying the loaders around the area when the bunker
is far away.
Finally, the bunker will reveal even more guns on its hull when you lower its
health.
So, for this fight, you want to stand near the edge and fire at it. Destroy
the cannons first, then just fire at the darn HP sponge. After some abuse, it
will fly over you, and around, and then drop some mortar, and then you'll
have to repeat the process.
Boss Fight: Handsome Jack
-------------------------
There are only a few things not straightforward in this fight: (1) Jack has
body doubles; and (2) Jack has Shield Surveyors. You'll want to ignore the
doubles and kill these Shield Surveyors so they don't regenerate Jack.
So, body doubles forget, shield surveyors kill, got it? Good!
The fight plays out pretty normally after you learn that there are doubles,
that they don't do much, and that there are shield surveyors, and that they
DO do much.
Simply shoot at Jack -- the real Jack -- and he will go down fast, depending
on the damage of your weapon. And be sure to kill the shield surveyors when
you see them. Finally, if you happen to get downed, simply kill one of the
body doubles to get right back up and continue fighting.
After Jack, you have to face The Warrior.
Boss Fight: The Warrior
-----------------------
That huge dragon thing -- yeah, you gotta kill it. Mainly, it's just one big
HP sponge, but you also have to deal with a few other things. Namely, the
lava and the spawning Crystalisks. For the former, be sure to get to the high
ground -- as you are urged by Lilith -- when the lava starts to rise.
For the latter, simply move away from the Crystalisks. Just like the doubles,
they make decent second wind material.
As far as The Warrior himself, the key is to shoot at his chest. It has a
defensive coat, but when you destroy the coat, he'll be open to critical hits
in that area. So, open up his chest, and get to firing.
If you run low on ammo or health, both are in plentiful supply around the
area. Just be sure to not go get it when the lava's rising.
And that's it for The Warrior. Avoid the lava, shoot at its chest, then fire
critical hit shots at its chest.
=============================================================================
-----------------------------------------------------------------------------
4. Optional Missions
-----------------------------------------------------------------------------
=============================================================================
Missions are chronologically ordered. If you're having trouble finding a
particular mission, press CTRL + F and type in the name of the mission to
jump to it.
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| This Town Ain't Big Enough ||
|| -------------------------- ||
|| Quest Giver: Sir Hammerlock ||
|| Quest Location: Southern Shelf ||
|| Quest Level: 3 ||
|| Rewards: $63 ||
|| Experience: 160 ||
|| Items: A Green Pistol ||
|| Description: "There's only room for ONE deadly, bipedal, ||
|| ape-descended species in Liar's Berg. ||
|| Walkthrough: In this quest, you need to kill all of the creatures ||
|| on the outskirts of town. The two locations are marked ||
|| on your map: (a) in the canyon below the bulletin ||
|| board and (b) across the bridge from the bulletin ||
|| board. Since you get the quest at the bulletin board, ||
|| you can complete this quest without much travelling, ||
|| which is a luxury usually not afforded by these ||
|| Optional Missions. ||
|| To begin, head over to the right of the bridge and ||
|| look down at the canyon below. This will trigger an ||
|| event: a few Monglets come out of the holes and begin ||
|| to throw rocks at you. You can use the small wall and ||
|| the cliff itself as cover while you take them down; ||
|| when a thrown rock gets close to you, merely back ||
|| away from the ledge to dodge it. In addition, a lot ||
|| of the rocks will just hit the side of the hill. ||
|| Considering this, you can pretty much kill all of the ||
|| enemies with impunity. After an initial wave of the ||
|| easy Monglets, more difficult Bullymongs come out of ||
|| the walls. These can be killed in much the same way, ||
|| only it will take a bit more ammo. When you've clear ||
|| the area, Sir Hammerlock chimes in and the area is ||
|| not marked on your map anymore. Before going to the ||
|| next objective, jump down to the canyon floor and ||
|| bash the rocks around here for either items or money. ||
|| The next area is across the bridge. I recommend ||
|| using the bricks near the bridge as cover while you ||
|| snipe away at the Bullymongs. If you position yourself ||
|| correctly, you can shoot at the Bullymongs with ||
|| impunity because their rocks will merely hit the white ||
|| brick wall. If you find yourself getting hit, fully ||
|| take cover behind the wall and wait for your shield ||
|| to recharge before you begin your assault again. When ||
|| you've cleared a few waves, Sir Hammerlock states that ||
|| the quest is now complete. Before you turn it in, head ||
|| over to the area where the Bullymongs spawned and ||
|| collect any loot there. Also, remember to destroy the ||
|| breakable rocks for loot. When you've done this, ||
|| return to Sir Hammerlock and turn in the quest to ||
|| receive your reward. ||
|| ||
'========================================================================='
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Handsome Jack Here! ||
|| ------------------- ||
|| Quest Giver: ECHO Recorder ||
|| Quest Location: Southern Shelf - ECHO Recorder on ground around ||
|| buildings near Liar's Berg ||
|| Quest Level: 3 ||
|| Rewards: $63 ||
|| Experience: 80 ||
|| Items: A Green Pistol ||
|| Description: "What ever happened to Helena Pierce?" ||
|| Walkthrough: The ECHO Recorder is on the ground in the first ||
|| building area outside Liar's Berg. When you pick up ||
|| the ECHO Recorder, you'll start the quest. ||
|| Listen to Helena's Pierce's audio log. It's actually ||
|| only a part of it, and Sir Hammerlock states that he'll||
|| pay you if you can find all of the audio logs. ||
|| Run back into town and go over to the mark denoted ||
|| on the map. Smash the lock for the dumpster and pick ||
|| up the next audio log. After listening to it, go to ||
|| the next audio log, which is conveniently marked on ||
|| your map. The audio log is on top of the building near ||
|| the gun vendor. This is also the building that Sir ||
|| Hammerlock hid in while Liar's Berg was being ||
|| assaulted by Marauders. There is a ladder on the side ||
|| of the house - climb it, jump up near the chimney, ||
|| and smash the rock to find the audio log. ||
|| After listening to this one, run over to the final ||
|| audio log. It's in a container near the medic vendor. ||
|| Open the container and grab the final audio log. After ||
|| listening to the horrific ending, return to Sir ||
|| Hammerlock to receive your reward. ||
|| ||
'========================================================================='
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Shielded Favors ||
|| --------------- ||
|| Quest Giver: Sir Hammerlock ||
|| Quest Location: Southern Shelf ||
|| Quest Level: 3 ||
|| Rewards: $31 ||
|| Experience: 160 ||
|| Items: A Green Shield and a Skin Customization ||
|| Description: "If you're gonna survive out here, you'll need a ||
|| better shield." ||
|| Walkthrough: Run out of Liar's Berg and turn left. See that little||
|| settlement in the distance with the "fort" on top? ||
|| That's where you need to go next. Unfortunately, ||
|| Marauders have inhabited the buildings, so you'll need ||
|| to kill a few waves of enemies before you can explore ||
|| it. I recommend switching to your sniper and picking ||
|| off the Marauders from this slope. Try to hit the head;||
|| at the very least, hit it for the first shot. There are||
|| three Marauders loitering around the building, and a ||
|| Psycho might decide to charge at you. As is the usual, ||
|| take out the charging Psycho first before you take on ||
|| the Marauders. It should also be noted that there is a ||
|| shock barrel on the lower level. You can hit the barrel||
|| while a Marauder is near it and save some ammo as you ||
|| watch him get fried. ||
|| After the area is clear, head over to it and loot ||
|| everything. Try to pull the lever for the lift. It ||
|| won't work because it seems Claptrap tried to... ||
|| ermm... "integrate" with it. LOL! Anyway, now you need ||
|| to find a fuse for the power box. ||
|| The fuse is located near the buildings on the other ||
|| side of this structure. Head left from the lift, climb ||
|| the ladder, and go through the room. See that area ||
|| with the electricity wildly going off? That's where ||
|| the fuse is located. It's best to pick off the enemies ||
|| from this high structure with your sniper rifle. This ||
|| is because the charging Psychos must go up the ramp, ||
|| which gives you a little extra time to take them out ||
|| before they reach melee range. In addition, the room ||
|| behind you works great as a little retreat from ||
|| gunfire. ||
|| There are gas tanks and explosive barrels all around ||
|| the area - you can use these to quickly kill the ||
|| Marauders. Thankfully, the Marauders tend to take ||
|| cover near these objects, so all you'll have to do is ||
|| fire at the tank or barrel to kill the Marauder. In ||
|| addition, a Psych will charge at you. Take him out ||
|| first as he'll damage you from melee range and disrupt ||
|| your accuracy. Finally, a Marauder comes out of the top||
|| floor, but you can shoot at the gas tank to quickly ||
|| kill him. When the area is clear (i.e. no red dots), ||
|| you're free to head over and loot all the crates and ||
|| boxes. ||
|| Head over to the electric barrier. It's blocking ||
|| your way - Claptrap advises that you quickly run ||
|| through it. He states that if you run fast enough, ||
|| you'll get through undamaged. This is completely ||
|| wrong - you WILL get damaged. It's fun to repeatedly ||
|| try to run into it, though, as there will be some ||
|| hilarious dialogue. At any rate, shoot the electric ||
|| fuse box to stop the electricity. You'll hear a roar. ||
|| Not good! Quickly grab the fuse in the room and run ||
|| back to the lift. We'll tackle the roaring Bullymongs ||
|| in the following quest. ||
|| At the lift, install the fuse and pull the lever. ||
|| Get on the lift and pull the lever on the lift to ||
|| ascend to the top floor. Open the door and purchase a ||
|| shield from the vendor to complete the objective. ||
|| Before you return to Liar's Berg, loot the entire for ||
|| anything valuable. Of particular interest is the ||
|| lockers on either side of the room and the lockbox on ||
|| the counter. Afterward, return to Liar's Berg and talk ||
|| to Sir Hammerlock to complete the quest. ||
|| ||
'========================================================================='
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Bad Hair Day ||
|| ------------- ||
|| Quest Giver: Sir Hammerlock ||
|| Quest Location: Southern Shelf ||
|| Quest Level: 5 ||
|| Rewards: $15 ||
|| Experience: 362 ||
|| Items: A Green Sniper Rifle or Green Shotgun ||
|| Description: "Style is everything." ||
|| Walkthrough: Run back to the area with the electric barrier that ||
|| you shut off. If you listened to my advice and turned ||
|| in Shielded Favor, there is a possibility that the ||
|| Marauders have respawned. Thankfully, they're too busy ||
|| with the Bullymongs to pay much attention to you. ||
|| I recommend that you kill the Marauders while they ||
|| are in battle with the Bullymongs. This is because you ||
|| need to do something special against the Bullymongs to ||
|| get their fur. ||
|| You must get them to low health and melee them for ||
|| the killing blow to get their fur. If you kill them ||
|| with a gun, they won't drop the fur. It's best to use ||
|| your normal weapon until they're around 30% health, ||
|| then use a low-damage white weapon to get them down to ||
|| just a sliver, and then run in for the melee kill. ||
|| There will be around three or four Bullymongs running||
|| after you, so I recommend that you run back to the ||
|| outpost and go inside the room with the table that is ||
|| accessed through a ladder in the back. If you're in ||
|| this room, the Bullymongs can't hit you with their ||
|| rocks, but you can still shoot at them with your ||
|| pistol. ||
|| As stated before, get them to low health and then ||
|| melee them for the kill. While you are collecting the ||
|| fur, Claptrap pollutes the airwaves and states that ||
|| he'll give you a shotgun for the fur. (Because it's ||
|| great for absorbing tears, ha!) It's your choice - you ||
|| can either turn in the quest to Claptrap for a shotgun,||
|| or turn in the quest to Sir Hammerlock for a sniper ||
|| rifle. I recommend the sniper rifle -- because you're ||
|| using it a lot if you're playing like I'm playing -- ||
|| but if you have a up-close-and-personal fighting style,||
|| the shotgun might be the better choice. Either way, ||
|| collect the four furs and turn in the quest to receive ||
|| your reward. ||
|| ||
'========================================================================='
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Symbiosis ||
|| --------- ||
|| Quest Giver: Sir Hammerlock ||
|| Quest Location: Southern Shelf - Bay ||
|| Quest Level: 5 ||
|| Rewards: $39 ||
|| Experience: 362 ||
|| Items: Blue Skin Customization ||
|| Description: "Midgets and Bullymongs and Vault Hunters, oh my!" ||
|| Walkthrough: This is a very long and at times difficult Mission. ||
|| From the entrance of Southern Shelf - Bay, head through||
|| the cave and turn left when you exit. There will be a ||
|| herd of Bullymongs off in the distance; dispose of them||
|| any way you see fit. I recommend sniping at them and ||
|| then running backward as they pursue you. ||
|| After killing them, run south, using the quest ||
|| marker as a guide, and at the river pull the lever ||
|| to move the platform. Get on the platform and pull ||
|| the lever to reach the other side of the river. ||
|| Go passed the save point to a bridge that is down. ||
|| Before you call the bridge, I recommend you get out ||
|| your sniper and kill all the enemies that you see in ||
|| the settlement ahead of you. There are A LOT of ||
|| enemies here, so it is best to take it really slow and ||
|| clear the enemies as you make your way to the end of ||
|| the settlement. ||
|| At the bridge, you'll want to kill the patrolling ||
|| Psycho. This will alert his friends, and a couple more ||
|| Psychos will come out of the buildings. Since you are ||
|| across a river, they cannot reach you. However, they ||
|| can still throw projectiles at you. While dodging their||
|| projectiles, gun them down. ||
|| Press the switch to bring up the bridge, then head ||
|| over into the settlement. This area is FULL of enemies.||
|| I suggest you take it slow and kill the enemies as you ||
|| see them. If you try to run through the area, you will ||
|| get overtaken by Psychos. There are several good hiding||
|| spots in this area; in particular, the higher ||
|| platforms/levels make good cover. ||
|| Your first order of business, as always, should be ||
|| the charging enemies. Once they're defeated, gun down ||
|| any Marauders that are in cover. Also, you should use ||
|| your first surprise shot as a head shot on a Marauder ||
|| with a shield to make him a bit easier to kill. ||
|| You must go all the through this area to the end, ||
|| and then go up the stairs to reach a higher level. ||
|| Here, you must go the other way around until you reach ||
|| a ramp that leads to the top building. Go up the ramp ||
|| and open the door to find the Bullymong-riding midget. ||
|| This battle can be difficult if you haven't cleared ||
|| the area. The Bullymong jumps all around the area, ||
|| stopping after every jump to throw a few rocks at you. ||
|| After you've shot him a few times, he'll jump again to ||
|| another part of the settlement. ||
|| First, you should stay on this top level while ||
|| fighting him. This is so you have a good vantage point ||
|| of all the locations that he jumps to. It's best to ||
|| kill the Bullymong first because the Badass Midget is ||
|| highly immobile. You should try for head shots on the ||
|| Bullymong if possible. Since he jumps around so much, ||
|| you can't reliably throw a grenade at him. ||
|| You can also try to charge him and machine gun him ||
|| down. Just remember that he'll jump away after you've ||
|| taken out a chunk of his health, so you'll have to run ||
|| all around the settlement. With this in mind, I ||
|| recommend that you just stay on the top level, as ||
|| mentioned before. ||
|| The Bullymong sometimes jumps up on rooftops and ||
|| levels that you cannot reach. He's best battled on the ||
|| other side of the settlement, because he tends to jump ||
|| back and forth between the upper level and the lower ||
|| level. In addition to the aforementioned strategies, ||
|| you can also shoot explosive barrels if he happens to ||
|| be near them. This will speed up the battle by quite a ||
|| bit. ||
|| You aren't done once you've killed the Bullymong as ||
|| the Badass Midget is still alive. He's a lot easier ||
|| than the Bullymong because he hardly moves around at ||
|| all. However, his attacks pack quite a punch. I ||
|| recommend gunning him down from a distance. You can ||
|| take him down faster if you head shot him, and this ||
|| should be easy because he doesn't move very much. ||
|| After you've killed the Badass Midget, the quest is ||
|| complete. Before you go back to Sir Hammerlock to turn ||
|| it in, I recommend that you patronize the vendors on ||
|| the top floor in the building that the Badass Midget ||
|| first exited. There are three vendors here, as well as ||
|| some loot. Speaking of which, you should loot the whole||
|| settlement of all of its stuff. ||
|| Return to Sir Hammerlock in Liar's Berg to complete ||
|| the quest. ||
|| ||
'========================================================================='
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Rock, Paper, Genocide: Fire Weapons! ||
|| ------------------------------------ ||
|| Quest Giver: Marcus ||
|| Quest Location: Sanctuary ||
|| Quest Level: 8 ||
|| Rewards: $0 ||
|| Experience: 395 ||
|| Items: None ||
|| Description: "You know what's better than killing someone with ||
|| bullets? Killing someone with bullets that are ON ||
|| FIRE." ||
|| Walkthrough: Talk to Marcus at his shop to get this mission, ||
|| which is basically a tutorial on elemental weapons. ||
|| After talking to Marcus, go to the Firing Range via ||
|| the door to the right and walk up to the range itself. ||
|| Marcus states that fire weapons are effective ||
|| against flesh, but not very effective against shields. ||
|| He gives you a fire weapon and tells you to fire at ||
|| the live target. After firing, talk to Marcus to ||
|| complete the mission. ||
|| ||
'========================================================================='
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Rock, Paper, Genocide: Shock Weapons! ||
|| ------------------------------------- ||
|| Quest Giver: Marcus ||
|| Quest Location: Sanctuary ||
|| Quest Level: 8 ||
|| Rewards: $22 ||
|| Experience: 395 ||
|| Items: None ||
|| Description: "This next quest will come as a SHOCK to you. You ||
|| know? A real SHOCK. Like -- like electricity. It's a ||
|| pun." ||
|| Walkthrough: The second elemental weapon that we're trying out is ||
|| shock weapons. These weapons are extremely effective ||
|| against shields. Just like the previous mission, shoot ||
|| the target with the shock weapon. Watch his shield go ||
|| zap! Talk to Marcus to complete the mission. ||
|| ||
'========================================================================='
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Rock, Paper, Genocide: Corrosive Weapons! ||
|| ----------------------------------------- ||
|| Quest Giver: Marcus ||
|| Quest Location: Sanctuary ||
|| Quest Level: 8 ||
|| Rewards: $22 ||
|| Experience: 395 ||
|| Items: None ||
|| Description: "And now: corrosive weaponry!" ||
|| Walkthrough: This is exactly the same: fire your corrosive weapon ||
|| at the target to easily complete the mission. Corrosive||
|| weapons are effective against enemies with armor. ||
|| ||
'========================================================================='
=========================
.========================== Optional Mission! ==========================.
|| ========================= ||
|| ||
|| Rock, Paper, Genocide: Slag Weapons! ||
|| ------------------------------------ ||
|| Quest Giver: Marcus ||
|| Quest Location: Sanctuary ||
|| Quest Level: 8 ||
|| Rewards: $111 ||
|| Experience: 395 ||
|| Items: None ||
|| Description: "Time to learn how Slag works!" ||
|| Walkthrough: Same as before: fire the Slag weapon at the target. ||
|| This time, though, you'll need to switch to a normal ||
|| weapon and finish him off with normal rounds. After ||
|| that, talk to Marcus to finish the quest. ||
|| ||
'========================================================================='
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5. Credits
-----------------------------------------------------------------------------
=============================================================================
* CJayC for creating GameFAQs.
* Sailor Bacon, Devin Morgan, and Krystal for continuing, maintaining, and
administering GameFAQs.
* You! For reading this guide, of course. :)
=============================================================================
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6. Contact Information
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If you have any questions, comments, suggestions, inquiries, spam, additions,
grievances, hate mail, and general overall concerns, please email me at:
"andrew.c.testa(at)gmail(dot)com" <andrew.c.testa@gmail.com>
All I ask is that you put "Borderlands 2" or "Borderlands" in the
subject line so I know what the email is about. I don't mind if u talk liek
dis 2 me or whatever, so long as I can understand you.
Some FAQ statistics:
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7. Legal Disclaimer
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This document is Copyright (c) 2014 Andrew "TestaALT" Testa. All Rights
Reserved. This document may not be reproduced under any circumstances except
for personal, private use. It may not be sold, altered, or published in any
way without the advanced permission of the author. It may not be placed on
any website or otherwise distributed publicly without advance written
permission. Use of this guide on any other website or as a part of any public
display is strictly prohibited, and a violation of copyright. All trademarks
and copyrights contained in this document are owned by their respective
trademark and copyright holders. All sources, which have contributed to this
document, are cited and/or credited in some form. The only sites that I
allow this document to be viewed at are GameFAQs <http://www.gamefaqs.com>,
IGN <http://www.ign.com>, and Neoseeker <http://www.neoseeker.com>.
---
Thanks for reading this guide! :) You can see some of my other work at:
<http://www.gamefaqs.com/users/TestaALT/contributions/faqs>
_____________________________________________________________________________
Copyright (c) 2014 Andrew Testa